Bink sdk features

Nintendo 3DS™ Handheld

  • Bink 1 only.
  • Available as a static library.
  • Supports the Nintendo 3DS audio hardware directly.
  • Includes a complete API for blitting using the 3DS’s GPU register combiners that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 145 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is much less memory than other codecs need.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions. By default, the Bink IO system uses all asynchronous background reading.

GNU/Linux for x86 CPUs

  • Bink 1 and Bink 2! Bink 2 requires x86 (no PPC support).
  • Available as a static library for GCC.
  • Supports SDL_mixer for sound output.
  • Allows you to offload much of the video decoding onto the GPU using GL 4.3 compute shaders — this is two to three times
    faster than CPU-only decoding (and the higher the resolution, the bigger the win). On AMD, make sure you have Catalyst 14.1 drivers. nVidia is still working on robust compute shader drivers (hopefully soon).
  • Includes a complete API for blitting using fragment shaders that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • Supplies super-fast MMX optimized YUV to RGB converters to 16-bit, 32-bit, and 24-bit RGB.
  • Can access the YUV bits directly in several formats (YUY2, UYUV, YUV12).
  • The Bink library is about 200 KB and is completely standalone (only pthreads and glibc required).
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer.
  • Can open from a filename string, a file handle, or you can completely overload all of the IO functions. By default, the Bink IO system does all reading on a low-overhead background thread.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.

Download Rad Video Tools old versions

Name Date(Y-M-d) Size Link
RADTools_2021.09.2.zip 2021-09-16 1023kB *
RADTools_2021.09.zip 2021-08-26 1017kB *
RADTools_2021.08.zip 2021-07-29 1017kB *
RADTools_2021.07.zip 2021-07-16 1024kB *
RADTools_2021.06.zip 2021-06-08 1023kB *
RADTools_2021.05.zip 2021-05-14 1023kB *
RADTools_2021.03.zip 2021-03-23 945kB *
RADTools_2021.01.zip 2021-02-04 936kB *
RADTools_2020.11.zip 2020-12-03 951kB *
RADTools_2020.09.zip 2020-09-24 980kB *
RADTools_2020.07.zip 2020-08-02 1011kB *
RADTools_2020.06.2.zip 2020-06-16 1011kB *
RADTools_2020.06.zip 2020-06-04 1011kB *
RADTools_1.300s.zip 2020-02-18 1.5MB *
RADTools_1.300r.zip 2020-01-10 1.5MB *
RADTools_1300q.7z 2019-10-22 1.4MB *
RADTools_1300p.7z 2019-09-05 1.4MB *
RADTools_1300o.7z 2019-06-27 1.4MB *
RADTools_1300n.exe 2019-05-09 1.4MB *
RADTools_1300m.exe 2019-02-21 1.4MB *
RADTools_1300k.exe 2019-01-23 1.4MB *
RADTools_1300j.exe 2018-10-19 1.2MB *
RADTools_1300i.exe 2018-06-29 1.2MB *
RADTools_1300h.exe 2018-03-05 1.3MB *
RADTools_1300g.exe 2018-02-16 1.3MB *
RADTools_1300f.exe 2017-12-18 1.3MB *
RADTools_1300e.exe 2017-12-08 1.3MB *
RADTools_1300d.exe 2017-10-24 1.3MB *
RADTools_1300c.exe 2017-08-08 1.3MB *
RADTools_1300b.exe 2017-06-29 1.3MB *
RADTools_1300a.exe 2017-05-18 1.3MB *
RADTools_1200h.exe 2017-04-06 1.2MB *
RADTools_1200g.exe 2017-03-09 1.2MB *
RADTools_1200f.exe 2017-03-01 1.2MB *
RADTools_1200e.exe 2017-01-20 1.2MB *
RADTools_1200d.exe 2017-01-16 1.2MB *
RADTools_1200c.exe 2016-11-29 1.2MB *
RADTools_1200b.exe 2016-11-17 1.2MB *
RADTools_1200a.exe 2016-10-04 1.2MB *
RADTools_1100u.exe 2016-09-23 1.2MB *
RADTools_1100t.exe 2016-09-09 1.2MB *
RADTools_1100s.exe 2016-08-21 1.2MB *
RADTools_1100r.exe 2016-06-02 1.2MB *
RADTools_1100q.exe 2016-05-13 1.2MB *
RADTools_1100p.exe 2016-04-27 1.2MB *
RADTools_1100n.exe 2016-01-07 1.2MB *
RADTools_1100m.exe 2015-12-17 1.2MB *
RADTools_1100k.exe 2015-12-16 1.2MB *
RADTools_1995k.exe 2015-11-22 1.2MB *
RADTools_1995j.exe 2015-10-08 1.2MB *
RADTools_1995i.exe 2015-09-17 1.2MB *
RADTools_1995h.exe 2015-09-09 1.2MB *
RADTools_1995g.exe 2015-08-13 1.2MB *
RADTools_1995f.exe 2015-07-22 1.2MB *
RADTools_1995e.exe 2015-07-14 1.2MB *
RADTools_1995d.exe 2015-06-18 1.2MB *
RADTools_1995c.exe 2015-05-21 1.2MB *
RADTools_1995b.exe 2015-02-27 1.2MB *
RADTools_1995a.exe 2015-02-26 1.2MB *
RADTools_1994m.exe 2015-01-07 1.2MB *
RADTools_1994k.exe 2014-12-04 1.2MB *
RADTools_1994i.exe 2014-10-24 1.2MB *
62 files 74.2MB

Apple iOS — iPhone/iPad

  • Bink 1 and Bink 2! Bink 2 requires Neon (iPhone 4+ or iPad).
  • Available as a static library (fat with slices for ARM6, ARM7, and simulator).
  • Works with Xcode.
  • The Bink library is about 182 KB at runtime and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Sony Playstation ® Portable (PSP) Handheld

  • Bink 1 only.
  • Available as a static library.
  • Works with the default PSP toolchain (GCC and SN Systems).
  • Supports libwave and simple audio for audio output.
  • Includes a complete API for blitting using multi-pass palettes that is mostly cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 165 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Mixing settings:

Sound compression level: The Sound compression level controls how much audio compression Bink applies. Bink’s powerful audio codec is capable of up to 10 to 1 compression in perceptually lossless mode (which basically means you can save a ton of space in your audio tracks without hearing any compression artifacts). Bink compresses 44Khz data the best, and because it compresses the data so well, you should just get used to leaving 11 and 22 Khz behind. Bink still supports 11 and 22 Khz, but the compression ratios are lower (3 to 1 and 5 to 1). Quality level 4 is perceptually lossless on most files, and many files can even use a setting of 5 or 6. Settings of 9 and higher get pretty noisy.

Mix into Bink track ID: This option lets you choose a specific track ID number to mix the audio into. Track ID numbers are completely under your control — you can use whatever number you like — they don’t have to be contiguous, monotonic, or even increasing. If you use a track ID that alreay exists in the file, then that track data is replaced with the new track data.

Start mixing at what frame number: Here is where you choose the frame number that you want the mixing to begin on. Actually, the mixing really always starts from the first frame, and this function pads the input data with enough silence to cause the sound track to begin exactly on your chosen frame number. You can also use a millisecond offset by entering a negative number. For example, 2000 would start the sound 2 seconds into the movie.

Force frame rate: Use this option to force a new frame rate on the output Bink file. You’ll need to set this option when you compress still images, because they have a default rate of 10 frames per second.

Presentation settings:

Screen position and scaling: This option lets you choose the offset and the width and height on the screen as well as a zoom setting. You can use a negative number to scale. For example, -2 would mean play back the movie twice as large. -1 means fill the entire the screen. Most video cards have video acceleration that makes zoomed video playback possible — if you don’t have hardware blitting or overlays, then the video will still zoom, it’s just going to be really slow.

Scaling: This option lets you force one of the Bink software scaling modes. Normally, you’ll just use whatever scaling compression that the movie was compressed with. You can override the file’s default with 2x height doubled, 2x height interlaced, 2x width doubled, 2x width and height doubled, 2 width and height interlaced, and a run-time only option: 1x interlaced. 1x interlaced is great for slow machines — the output is interlaced, but it will cut the blitting CPU time in half!

Win Style: This feature controls the style of the playback window — you can choose title bar and border, thick border / no title bar, or no title bar and border at all. You can also force the window to always remain on top.

Disable: This feature lets you turn off certain input keys during video playback.

Audio settings:

Compression level: This option controls how much audio compression Bink applies. Bink’s powerful audio codec is capable of up to 10 to 1 compression in perceptually lossless mode (which basically means you can save a ton of space in your audio tracks without hearing any compression artifacts). Quality level 4 is perceptually lossless on most files, and many files can even use a setting of 5 or 6. Settings of 9 and higher get pretty noisy.

Convert to rate/format: These settings let you convert the sound format as it is compressed into the Bink file. They are there for your convenience, but for maximum quality, you should always start with original high-quality recordings. The RAD Converter can convert a 22 Khz file up to a 44 Khz file, but it can’t make it magically sound any better that the original 22 Khz

Sony PLAYSTATION ® 4 Console

  • Bink 1 and Bink 2 support — we love the PS4!
  • Available as a static library.
  • Works with the default PS4 toolchain.
  • Allows you to offload much of the video decoding onto the PS4 GPU using compute shaders — this is up to four times
    faster than CPU-only decoding! 4K video uses 2.3 ms CPU and 1.6 ms GPU (times overlap, so 2.3 ms is the limit).
  • Includes a complete API for blitting using the PS4 wonderful GPU that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 282 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

All features

Bink videos look amazing! Bink can scale its data rate from 1200 kps for 1280x720p videos down to 75 kps for Nintendo DS videos. Bink will always make the best possible video for your data rate.
Bink’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 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 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 uses as little memory as possible. In some cases, up to 16 MB less than other codecs. You don’t have to worry about a simple video codec hogging all your memory.
Bink runs on every platform. You can use the same API and data files on 14 different platforms.
Bink runs on most game engine middleware natively. Epic supplies pre-written Bink support for the Unreal Engine, for example.
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.

Microsoft Xbox 360 Console

  • Bink 1 and Bink 2 support!
  • Available both as a static library and a static link time code generation library (LTCG libs are little faster at runtime and save about 20K, but they link much slower).
  • Works perfectly with Visual Studio.
  • Built-in support for background thread decompression — use any of the Xbox cores to
    do the Bink decompression.
  • Supports XAudio for sound output. Includes support for 5.1 movies (decodes 6 channels of audio and routes them to the proper mix bin).
  • Includes a complete API for blitting using fragment shaders that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • Can access the YUV bits directly (YUY2 and YUV12) for fast copying to YUV
    textures.
  • The Bink libraries link to about 200 KB in your XBE image, and are contained in sections, so you can unload them when you aren’t using Bink.
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is
    much less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can open from a filename string, a file handle, or you can completely overload all of the IO functions. By default, the Bink IO system does all reading on a low-overhead background thread.
  • Includes examples of using pixel shaders, and alpha textures.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Bink has shipped in nearly all Xbox 360 titles since the summer 2006.

Benchmark: CPU Usage

  • For gaming, CPU usage is regarded as the most important factor.
  • Even though recent CPUs have improved dramatically, game developers still want to have more CPU power.
  • As a subsidiary role in games, a video library must not consume too much CPU power.
  • Bandicam Video Library is the best solution which uses the least CPU power.

Testing

The following test has been conducted on the Intel Atom 330@1.6Ghz CPU. On Core2 Duo/Quad the difference is too small to compare.(On Core2 Duo CPU average usage is about 1~2%.)
Same video file(1080p video file) is used to compare codecs .

  • CPU: Intel Atom 330@1.6Ghz
  • BINK Test video: Robotica_1080_500k.bik (10,095KB)
  • BINK Test Program: The RAD Video Tools
  • Bandicam Video Library test video: Robotica_1080_4500k.avi (10,059KB)
  • Bandicam Video Library test program: HBitmapSample.exe in Bandicam Video SDK

50~60% CPU Usage.

30%~40% CPU Usage.

Summary

Because of the difference in platform architectures, Bandicam Video Library uses about 20%~30% less CPU resources than BINK.

Audio settings:

Convert Audio: Check this box to convert the audio from the input file. If you are converting just audio, then the output file will be a wave file. If you are converting video and audio, then the output file will be an AVI file.

Input Options:

  • Input from track: This option tells the RAD Converter what track to read the audio from. It supports both Video for Windows and QuickTime formats.
  • Start input at (ms): This switch, in combination with the following «End input» are the tools you need for mixing a specific sub-section of audio data out of a larger sound file. This is the start point of your range — it is specified in milliseconds.
  • End input at (ms): This switch defines the end point of a specific sub-section of audio data out of a larger sound file. This value is specified in milliseconds.
  • Skip into (bytes): This field tells the RAD Converter to skip into the specified sound file before beginning the mixing process. It is usually used with the «Override input format» fields to skip over an unsupported sound format header.

Convert output format: These fields allow you to convert to another sound format during compression. They are there for your convenience, but for maximum quality, you should always start with original high-quality recordings. The RAD Converter can convert a 22 Khz file up to a 44 Khz file, but it can’t make it magically sound any better that the original 22 Khz.

Override input format: These fields force a input new format — they don’t convert! This is usually only used with RAW sound files that have no header information to identify their sound format.

Sony PS Vita ® Handheld

  • Bink 1 (Bink 2 coming soon).
  • Available as a static library.
  • Works with the default Vita toolchain.
  • Includes a complete API for blitting using the Vita’s GPU register combiners that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 182 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

256 color settings:

Output as 256 colors: By default, this box is unchecked, so the converter will create true color output files. If you want to convert your files down to 256 colors, then check this box, and these options become available:

Use palette from: Lets you select from two different methods of handling the palette. Using the palette from the input file is the default, and tells the RAD Converter to get the output palette from the input file. To remap to the palette of a different file of your choice, select the «File» radio button, and type in, or browse for your file.

Calculate a new optimized palette for every how many frames: This option defines the interval at which the RAD Converter will create a new optimized palette.

Palette entries:

  • To use: Defines how many colors to remap to in the conversion of the input file. By default, the RAD Converter always copies the palette of the input file if it has one (because we assume you’ve already created your perfect palette). So, if you want to create a new optimal palette with your new number of colors when the input file is 8-bit, then you also need to update the beginning frame and rotation number, as described below.

  • To begin at: Tells the RAD Converter what palette index to start the remapping at when it converts the input file. By default, it always copies 8-bit palettes.

  • To rotate: Tells the RAD Converter to rotate through the palette. You enter the number of palette entries to rotate through on each palette change. So, if you enter 128, then on the first palette change, the converter will use indices 0 to 127. On the next new palette, the converter will use indices 128 to 255. This setting gives you the ability to use periodic new palettes on 256 color devices!

Windows system colors: This setting controls whether the RAD Converter copies the standard Windows system colors into the first ten and last ten positions. The default, «On new palettes», only copies the Windows system colors if it creates an entirely new palette. The other options are «Always» and «Never».

Note that if you use «Always» with an 8-bit input file, the RAD Converter simply overwrites the first ten and last ten colors with the system colors, and leaves the middle 236 colors alone. If you want to create a new, optimized palette with the Windows system colors, then you must change the On 8-bit input file option.

Perform Halftoning: The Perform Halftoning option controls whether the RAD Converter halftones the input graphics file. Halftoning is a technique used to make 24-bit gradients look better on 256-color displays. Normally halftoning increases the size of graphics files, but the RAD Converter uses a selective-halftoning system that halftones only the areas of a frame that need it.

So, by default, halftoning is turned on for all 24-bit input files (the «On high-color» option). The other options are «Always» and «Never». If your 24-bit input files are under 200 frames or don’t use very many colors, then you can shrink your output files slightly by turning halftoning off.
On 8-bit input file: This option controls how the RAD Converter handles 256-color input files. By default, it always copies the palette if the input file has one (we assume you’ve already created your perfect palette).

If, however, you want the RAD Converter to create new optimal palettes, then set this option to «Create New» or «New on changes». The «Create New» option will create one palette for your entire input file. The «New on changes» option will create a new optimal palette whenever the palette of the input file changes.

Sony PlayStation 2 Console

  • Bink 1 only.
  • Available as a static library.
  • Works with both SN Systems and CodeWarrior (we use SN Systems internally).
  • Uses one of the two PCM output channels (one on each SPU) for sound output. Will run simultaneously with other sound systems perfectly.
  • Supplies massively optimized assembly YUV to RGB converters to 16-bit, and 32-bit RGB.
  • Can access the YUV bits directly (YUV12).
  • A standard Bink player will link in about 115 KB of code and data and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is much less memory than other codecs need.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or a starting logic sector number, or you can completely overload all of the IO functions.
  • Bink supplies a sophisticated IOP-side streaming system that does perfect asynchronous streaming and can run simultaneously with any other system IO being performed at the same time (so you can play videos during level loads).

OVT TV Player 9.1 Portable [2013, ТВ плеер]

Год выпуска: 2013Жанр: ТВ плеерРазработчик: OVTsoftСайт разработчика: http://ovtsoft.3dn.ru/Язык интерфейса: РусскийТип сборки: PortableРазрядность: 32/64-bitОперационная система: Windows XP, Vista, 7 Системные требования: Браузер Internet Explorer Доступ к Интернету Adobe Flash Player для браузеров Internet Explorer и Mozilla Firefox (Или Opera) Windows Media Player (для радио онлайн) Torrent Stream (для просмотра ТВ каналов на 4-ом и 5-ом серверах)Описание: OVT TV Player – бесплатный ТВ плеер c помощью которого можно смотреть телевидение онлайн, смотреть фильмы онлайн, слушать радио …

Программы / Интернет и сети / Разное (RSS, ТВ, радио и др)
Подробнее  

Audio settings:

Convert Audio: Check this box to convert the audio from the input file. If you are converting just audio, then the output file will be a wave file. If you are converting video and audio, then the output file will be an AVI file.

Input Options:

  • Loop input audio: This option tells Bink to loop the audio throughout the entire Bink movie.
  • Input from track: This option tells the RAD Converter what track to read the audio from. It supports both Video for Windows and QuickTime formats.
  • Start input at (ms): This switch, in combination with the following «End input» are the tools you need for mixing a specific sub-section of audio data out of a larger sound file. This is the start point of your range — it is specified in milliseconds.
  • End input at (ms): This switch defines the end point of a specific sub-section of audio data out of a larger sound file. This value is specified in milliseconds.
  • Skip into (bytes): This field tells the RAD Converter to skip into the specified sound file before beginning the mixing process. It is usually used with the «Override input format» fields to skip over an unsupported sound format header.

Convert output format: These fields allow you to convert to another sound format during compression. They are there for your convenience, but for maximum quality, you should always start with original high-quality recordings. The RAD Converter can convert a 22 Khz file up to a 44 Khz file, but it can’t make it magically sound any better that the original 22 Khz.

Override input format: These fields force a input new format — they don’t convert! This is usually only used with RAW sound files that have no header information to identify their sound format.

Android

  • Bink 1 and Bink 2! Bink 2 requires Neon.
  • Available as a static library.
  • Works with GCC toolchain.
  • The Bink library is about 164 KB at runtime and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Sony PLAYSTATION ® 3 Console

  • Available as a static library.
  • Uses the SPUs for background decompression — decompress up to ten 1280×720 or
    thirty-six 640×480 in the background without any PPU overhead!
  • Bink 1 supports SPU-threads, RAW, and SPURS tasks for SPU decompression.
    Bink 2 supports running across two PPU-threads.
  • Works with the default PS/3 toolchain (GCC and SN Systems).
  • Supports 7.1 audio output using LibAudio — PS/3 has terrific sound and Bink can
    maximize it!
  • Includes a complete API for blitting using fragment shaders that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 242 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Microsoft Xbox One Console

  • Bink 1 and Bink 2 support — love this hardware!
  • Available both as a static library and a static link time code generation library (LTCG libs are little faster at runtime and save about 20K, but they link much slower).
  • Works perfectly with Visual Studio.
  • Allows you to offload much of the video decoding onto the Xbox One GPU using compute shaders — this is up to four times
    faster than CPU-only decoding! 4K video uses 2.3 ms CPU and 2.4 ms GPU (times overlap, so 2.4 ms is the limit).
  • Includes a complete API for blitting using the Xbox GPU that is cross
    platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
  • The Bink libraries link to about 200 KB in your Xbox EXE.
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is
    WAY less memory than other codecs need. We don’t even need extra
    texture memory — we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.
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