Now with Sony PLAYSTATION (R) 3 SPU support!
Bink is a "better-than-DVD" class codec - it compresses at higher quality
than DVD at up to three times the playback speed! Bink uses up to 16 MB
less memory at runtime than other codecs. It has been licensed for over 4,000 games since
1999!
Bink is a hybrid block-transform and wavelet codec that can encode your
video using 16 different compression techniques (wavelet, DCT, motion
compensation, a variety of vector quantizers, Smacker-style, etc). With all of
these techniques in one codec, Bink can handle any type of video.
Bink also has a VBR psycho-acoustic based audio codec that is capable of 8:1
up to 20:1 perceptually lossless compression, so your audio will sound
as good as your video looks. Other video codecs force you to license a
separate audio encoder, but Bink has one built right in!
Another nice feature of Bink is that it's technology was completely
independently developed. We are not based on any MPEG or other committee standards (our
techniques are quite different, in fact) of any kind, so the IP is safe,
encumbrance-free, and (best of all) entirely royalty free. That's why we
develop our own codecs (both video and audio) - we don't want to be hindered by
any third parties who see games as a side market rather than the
target market. RAD has been developing video codecs for games since
1992 - our software codecs were being used before MPEG could even be played on
a PC without a hardware decoder card.
The other big reason that we develop our own codec technology is because
general video codecs are just not designed for games. They are designed to
play movies in a nice little media player sandbox on a PC with little else
going on. They use a ton of memory (Bink uses up to 16 MB less than other
codecs), and they use almost all of the CPU. Bink is designed just for games -
we aren't trying to be a media player for the masses, or get integrated into
some set top box, or stream video off the internet. Our only goal is great
looking, easy to use, high performance video for your games.
The Bink SDK supports the
Sony PLAYSTATION (R) 3, Sony Playstation Portable (PSP), the Nintendo Wii, the Nintendo DS, the Xbox 360 and the Xbox consoles (using pixel shaders!), the Sony
PlayStation 2 console, all versions of 32-bit Windows, Windows 64, the Xbox console,
the Nintendo GameCube console, MacOS, MacOS X and GNU/Linux. It supports
pixel shaders, DirectDraw, DIBSections, DirectSound, waveOut, Sound Manager,
LibAudio, NGC AX, NGC
MusyX, SDL_mixer, and the Miles Sound System.
Bink uses the YUV colorspace, so it can use overlays for hardware color
conversion and smooth scaling on Win32 and Nintendo GameCube. On platforms
with pixel shader support (Sony PLAYSTATION (R) 3, DirectX 9, Xbox, and Xbox 360), Bink can use the GPU
to do incredibly fast and incredibly high quality YUV to RGB conversions. Bink also
includes a ton of hand-optimized assembly YUV to RGB colorspace blitters, so
you'll be able to access Bink's output in any RGB format you like (32-bit RGB,
24-bit RGB, 16-bit RGB, etc).
As far as data rate goes, Bink really doesn't have a minimum - 256x192
animations look great at 50 kps for Nintendo DS and 1280x720's look
awesome at 900 kps on PLAYSTATION (R) 3, Xbox and Xbox 360 for HD video output. Bink is so fast, that it
works great for the low-end, like the DS, and for the high-end, like the Xbox
360.
For such a high-end codec, Bink requires very little hardware resources - it will
run on machines as slow as the smallest handhelds, and will be screamingly fast on a
modern P3, P4 or Athlon. Any PC or Macintosh shipped in the last 10 years will run
Bink great. All of the modern consoles can handle Bink easily (even the
slow-ish PS/2 for which we've done massive assembly optimization to get Bink
running wonderfully).
Because Bink is pretty different from other codecs, we've put together
information describing the advantages of using Bink. You can even view the entire
Bink development history to see
the complete evolution of Bink. Finally, you can check out what other Bink customers think.
You can download the Bink
Tools for free, or call 425.893.4300 or email to try the Bink SDK today!
Think Bink!
|
The RAD Video Tools
|
|
The RAD Video Tools are free for download! These tools include both of our popular codecs, Bink and Smacker.
The RAD Video Tools give you everything you need to create, use, and distribute Bink and Smacker video files! They include the compressors, sound mixers, players, and general graphics and sound covnerters.
The Bink and Smacker players can be distributed free of charge, and a pop-up credit window will appear at closing. Or, you can license a non-logo/credit window version of our players as well.
The RAD Video Tools can even compile Bink or Smacker files into EXE files for self-running stand-alone videos (the player is bundled into the EXE file, so the user doesn't need to download anything else!)
The RAD Video Tools run under Windows 95, 98, Me, NT, 2000, and XP. (They also include DOS and Windows 3.x versions of the Smacker player).
If you need help with the RAD Video Tools, you have a couple of options. You can visit the RAD Video Tools help page, you can refer to the Bink or Smacker FAQs for quick answers to common questions, or you can e-mail our technical support team. We're here to help!
|
|