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Bink Advantages

 
425.893.4300 phone      New! 425.609.2463 fax      sales3@radgametools.com
 
 
 

Advantages of Bink and Smacker:

Bink and Smacker are unusual codecs. The video compression products that we make here at RAD are unusual. No other way to put it, they just aren't what you're used to: We import AVI and QuickTime files, but we aren't an AVI or QuickTime codec. We use the latest Microsoft technologies in DirectX, but we aren't COM-based. We support DirectDraw, the Miles Sound System, DirectSound, YUV hardware, and more, but we don't require any of them. The important point here is that Bink and Smacker are this way on purpose. We believe we know the right way to integrate video into your applications. Using Bink or Smacker is like using a video codec you wrote yourself - everything just works as you expect. We don't introduce artificial complexities, because we focus on one specific area - video. We aren't trying to play your audio, display 3D objects, or handle your interface - we just play great looking video, simply.

Smacker and Bink provides both file-format and API multi-platform compatibility.

Unlike Video for Windows (which is only available for Windows environments), and unlike pre-3.0 QuickTime (which is available for several platforms, but the API is different), Smacker and Bink allow you to use the same compressed files and the same video playback code under DOS (Smacker), 32-bit Windows, Windows 64, Mac 68K (Smacker), PPC Mac, Linux (Bink), or any of the modern game consoles (Bink). Converting applications based on the our video SDKs to other platforms is trivial.

For example, using Bink, you can use the exact same Bink code for your Windows, Sony PLAYSTATION (R) 3, Sony Playstation Portable (PSP), Xbox, Xbox 360, Nintendo Wii, GameCube, DS and Sony PS/2 games - all that would change is the blitting code!

Interestingly, with QuickTime, Apple made a cross-platform API, but it did so in a strange way. Rather than provide just the playback API (which is all that most people need), it provides almost all of the graphics portion of MacOS 9 itself (and requires you to use it!)

This means that, when you write a Windows QT app, you are required to write as much or more MacOS code than Windows code! Now you need to learn both MacOS and Windows. This design decision also makes using QT very expensive RAM-wise - the QT DLLs is over 6 MBs! Just loading this DLL with InitializeQTML() takes 4 seconds on a Pentium II/300.

Our codecs were written for speed.

Every feature that our codecs have and don't have is based on the effect that the feature would have on playback speed. Compression speed is completely irrelevant in RAD's view - playback speed is paramount. It is this mindset that makes Smacker the fastest codec out there, and makes Bink the fastest true color codec available.

Our codecs are written for the advanced user.

Bink and Smacker were written with experienced compression users and developers in mind. There are many options in our codecs that would never find themselves in a general purpose codec: data rate and variable bit rate compression settings, control of compression settings down to a single frame, CD-ROM playback simulation, batch files for overnight compression, sophisticated on-the-fly processing, ability to touch-up a compressed file, specific palette position controls, and powerful scripting...to name just a few.

We support the latest technologies faster than anyone.

Our codecs have supported operating system advances far ahead of other codecs. Even today, we are adding support for new platforms like Xbox 360 and Nintendo DS. In the past, we were among the first applications that supported DirectX, the Miles Sound System, pixel shaders, and the new game consoles. RAD is committed to supporting technologies that your games require.

Our codecs are licensed on a flat-fee basis.

RAD doesn't charge royalties - period. You pay one flat-fee to use Bink or Smacker in your product. 'Nuff said.

We know what we're doing.

RAD has been selling game development technology for eleven years now! Smacker has been used in over 2,000 games since 1994 and Bink in over 4,000 since 1999 - we know how to support game companies integrating video because we've done it for a long time!

And even before RAD provided game technologies, we were involved in many high-profile games and multimedia products, such as Microsoft Golf, Under a Killing Moon, and Norton Desktop. We know the process of creating multimedia titles, because we've been there, too. We know the problems you're likely to encounter, because we've had them too. And finally, we know the technologies and products that will be important to you, so our products will support them - now and in the future.

Specific Bink Advantages:

Bink is RAD's brand new better-than-DVD-class codec. Bink is the first high-color codec that was designed specifically for games. Other codecs were designed for general multimedia first and games a distant second. Bink is for the game developer - it uses almost the same highly refined Smacker SDK that we have tweaked over the last five years.

Bink is the best quality codec available. Bink creates incredible looking video at extremely low data rates. 256x192 animations for the Nintendo DS can be compressed all the way down to 50 kps and still look great. 640x480 animations can be crammed into 200 kps with little loss. At higher data rates, Bink can play HD video (1280x720) at 900 kps (DVDs use a 1000 kps data rate for 640x480 video).

Bink Videos look spectacular!

Bink's great quality gives it two advantages. First (and most obviously), your videos can look spectacular! No more apologizing for your cut-scenes! We've heard from several customers that have been shocked by Bink videos so good that they expose never-before-seen rendering flaws in cut-scenes!

Lower data rate, equivalent quality!

The other advantage of Bink being capable of such high quality is that you can go to a lower data rate at equivalent quality. This lets you put more total video on a CD. For 320x240 video at 100 kps, Bink will create wonderful looking video and will be able to fit 111 minutes of video on a single CD!

Bink is the fastest high-color video codec.

It is up to three times as fast as other comparable high-color codecs. Bink is massively faster than other codecs - that's why it is the only next-generation codec available for the Sony PlayStation 2 and Nintendo DS! No other modern codec is fast enough!

Bink has terrific built-in audio compression.

Bink includes a VBR psycho-acoustic audio codec that is capable of up to 8:1 upto 20:1 perceptually lossless compression. This high-quality audio codec allows your audio to sound as good as your video looks. With other codecs, you also have to license an audio codec.

 
 

 
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updated 2/18/08