Bink is a video codec for games. It has been licensed for over 5,800 games on 14 different platforms.
- 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 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.
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