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.
|