Thread: Which one is better: .BIK or .AVI

  1. #1
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    Which one is better: .BIK or .AVI

    I just come across on the net said that bink is better than DVD code. What about in game? Would they rather use bink video than avi. I think the bink video size is bigger than the AVI size, but i'm not sure though. What do you guys think?
    Hello, testing testing. Everthing is running perfectly...for now

  2. #2
    Crazy Fool Perspective's Avatar
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    I think bink are smaller than AVIs. I know Bioware used that format in NWN, but I'm sure there's nothing wrong with using AVIs.

  3. #3
    Registered User VirtualAce's Avatar
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    Since bink I believe is part of RAD game tools the decision to use AVI or BIK comes down to cost.

    AVI for nothing.
    BIK for about 7-10 grand.

    DirectShow will readily play AVI's with no problem. Personally I cannot see a reason to use bink and probably most do because they are not rolling their own video code...they are simply using the bink stuff as a quick wrapper to the nitty gritty.

    Some dev houses have 'contracts' with game tool companies and thus they use their tools and the tool company, in turn, get's their name on the box and a little flash screen as the game loads.

    I think the bink video size is bigger than the AVI size, but i'm not sure though. What do you guys think?
    This is not entirely true. Bink may provide higher resolution video with less storage requirements but as far as video size - DirectShow will play in a full screen window with little effort.

    Here is a small wrapper that will do video's using DirectShow. It's a work in progress and I assume no responsibility if it hoses your system.....but it shouldn't.
    Last edited by VirtualAce; 03-12-2011 at 11:42 AM.

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    I know bik costs money for the SDK, but i didn't know it'll cost that much. Since DirectX and OpenGL can play the AVI easily, why do those game companies have to buy the code from bink video? would it because the code is easier to compress or something? (besides the small size with high resolution).

    @Bubba: Thanks for the files, but i'm an OpenGL person. Still, i think it's worth to look in to those files. Just different how the codes implement between OpenGL and DirectX.
    Last edited by hdragon; 06-26-2006 at 04:39 AM.
    Hello, testing testing. Everthing is running perfectly...for now

  5. #5
    S Sang-drax's Avatar
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    Quote Originally Posted by Perspective
    I think bink are smaller than AVIs.
    AVI is just a stupid container, like WAV. Everything depends on what codec you use for your data.
    Last edited by Sang-drax : Tomorrow at 02:21 AM. Reason: Time travelling

  6. #6
    Registered User VirtualAce's Avatar
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    @Bubba: Thanks for the files, but i'm an OpenGL person. Still, i think it's worth to look in to those files. Just different how the codes implement between OpenGL and DirectX.
    DirectX can be used with OpenGL. Just not Direct3D. That code will work fine if you link with the correct DirectX libraries. It will work just fine under OpenGL.

  7. #7
    Registered User Frobozz's Avatar
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    According to the Bink website:
    The Bink SDK supports the Sony PLAYSTATION (R) 3, 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.
    I'd say off hand, all those platforms is the biggest reason to use it. Sure beats the platform support of DirectShow.

  8. #8
    Registered User VirtualAce's Avatar
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    But it doesn't beat the free price tag of DirectShow. As an aspiring indie developer, price of tools is a big issue.

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