Bink Video - The Video Codec for Games
Bink 2 has up to six times the quality (PSNR-wise) as Bink 1, and you can usually use half or a third of the data rate of Bink 1.
Bink 2 can also be up to twice as fast as Bink 1, since it is almost entirely SIMD based (up to 75% of the instructions executed on a frame are SIMD), and because it has near-perfect two core scaling. It is really fast!
Bink 2 is available for all x86 platforms (32-bit and 64-bit, PCs and consoles), Xbox 360, PS3 and soon, ARM Neon devices. For older platforms with no SIMD, you can still license Bink 1.
Bink is the defacto video codec for games. It has been licensed for over 6,200 games on 14 different platforms!
Most game developers are shocked to find that they can get Bink videos playing in less than an hour - including tricky stuff like pixel shaders. Bink feels like a codec that you wrote custom for your game - it just works like you would expect it to.
Let's go over a few of the cool things that Bink does, but remember, the fastest way to learn about Bink is just to email us and set up an evaluation!
Some Reasons Why Folks Love Bink:
- Bink videos look amazing! Bink 2 videos look absolutely perfect - we use a sophisticated deblocking algorithm, so your videos will look great even at super low data rates. Bink will always make the best possible video for your data rate.
- Bink 2's SDK is simple and powerful. Your game is always in control - there are no callbacks or other difficult-to-debug constructs. Using Bink is like using a codec that you wrote yourself.
- Bink 2 is completely self-contained - it needs no special system software, it needs no other audio codec, it needs no other surrounding architecture. Just one small library and you are good to go - there are no external installation or dependencies.
- Bink 2 is super, super fast. In some cases, up to 10 times faster than other modern codecs. It's fast enough to use for in-game videos, as well as cut-scene videos. Bink 2 takes this speed to the next level - a video frame decode is 75% SIMD instructions, and we now have near perfect two core scaling for even more speed.
- Bink uses as little memory as possible. In some cases, up to 16 MB to 120 MB less than other codecs! You don't have to worry about a simple video codec hogging all your memory. Bink 2 uses the same total amount of memory as Bink 1.
- Bink runs on every platform. You can use the same API and data files on 15 different platforms. Bink 2 requires SIMD instructions, so on older hardware, like the Nintendo Wii and early iPhones, you can still use Bink 1.
- Bink runs on most game engine middleware natively. Epic supplies pre-written Bink support for the Unreal Engine, for example. We supply pre-written integration for many other engines such as Unity.
- Bink 2 now uses a full range colorspace (from 0 to 255, instead of the more common 16 to 235). This makes a huge difference in gradients if you use RGB input files (make sure you don't use input files that already use a crushed Y range colorspace)!
- Bink has a VBR psycho-acoustic based audio codec capable up to 15:1 compression built-in. You don't need to license another codec for your audio.
- Bink can play many audio tracks at once - this allows the playback of 5.1 and 7.1 sound tracks (on supported platforms) as well as optional language tracks where you can turn on and off a language based on the system setting.
- Bink runs on every game platform and is customized to take advantage of each one. It uses SPUs on PS3, VMX on Xbox360, SSE 2 on x86, massive assembly optimizations on Nintendo DS, etc.
- Bink includes sound support for every platform it supports. We have 16 different modules for sound playback on the various platforms.
- Bink is super robust. The fact that it ships in so many games makes it better and better - it just doesn't crash. Bink can also handle bad input data - it just keeps chugging along until the input data gets better again.
- Game Developers love Bink so much that they voted it into the Game Developer Hall of Fame! Joins the Miles Sound System!
By the way, our previous generation codec, Smacker, is also still available for licensing. It's most useful for legacy games or for very low CPU environments.Thanks and Think Bink!