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Epic acquires RAD Game Tools

epicgames.com

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Re: Epic acquires RAD Game Tools

#41
post #33

The history of RAD is a history of media read speeds - playing back full-motion video from a CD on a PS2 with its near-zero available CPU resources was a superhuman effort. So low-overhead (fast) decompression is essential for AAA titles. But recently I guess developers think disks are fast enough now, because PC games have been using more uncompressed assets to free up CPU time, massively bloating install size. Curr…

every aaa game still uses rad tools. compression is still a thing for various reasons: fitting more textures in the gpu/ram/etc. for instace, with decode happening on gpu

Re: Epic acquires RAD Game Tools

#42
post #28

Earlier quoted context omitted.

Bink isn't the codec, though that's good too, it's the software stack. How do you render AV1 on a PS4 or a Nintendo Switch, synchronize it with the audio stream? No, seriously, tell me. GStreamer with its ridiculous threading architecture and lock-heavy approach? You think that's going to run on a console CPU? ffmpeg / libavcodec? Yes, we can hook that up, have it crank out YUV buffers and display those on the GPU, o…

PS4 and Switch both have hardware decoders (though neither would be using AV1 in particular due to age). I'm not sure about how it works on PS4 but on Switch games just use NVDEC like a PC with Nvidia hardware would and the functionality is exposed in the SDK. You can use h.264, h.265, VP8, and VP9 (the hardware supports more but it's not exposed). When Bink was released and the PS2 and Gamecube were on the horizon t…

I can't go into more detail because these platforms do not have any public documentation, but this is not true, you cannot use NVDEC. And it doesn't cover audio or synchronization.

Re: Epic acquires RAD Game Tools

#43

For those interested in what RAD Game Tools actually makes, as far as I understood from their website ( http://www.radgametools.com/ ): Bink 2 - video codec Oodle - data compression suite Telemetry - profiling toolkit Granny 3D - toolkit for building 3d games Miles Sound System 10 - sound authoring toolset in 2D and 3D

Really hoping epic takes the opportunity to give Bink a more open license, to be honest. Much as I appreciate how advanced Bink was at the time, i don't know any dev that still use it given that av1 and such are just Good Enough.

doom uses bink cyberpunk uses bink

Re: Epic acquires RAD Game Tools

#44
post #33

The history of RAD is a history of media read speeds - playing back full-motion video from a CD on a PS2 with its near-zero available CPU resources was a superhuman effort. So low-overhead (fast) decompression is essential for AAA titles. But recently I guess developers think disks are fast enough now, because PC games have been using more uncompressed assets to free up CPU time, massively bloating install size. Curr…

It seems weird to use specialized video decode hardware when videos are almost always played in a full-screen exclusive fashion. Like, other than loading, what is the CPU doing during those times?

Re: Epic acquires RAD Game Tools

#45
post #28

Earlier quoted context omitted.

Bink isn't the codec, though that's good too, it's the software stack. How do you render AV1 on a PS4 or a Nintendo Switch, synchronize it with the audio stream? No, seriously, tell me. GStreamer with its ridiculous threading architecture and lock-heavy approach? You think that's going to run on a console CPU? ffmpeg / libavcodec? Yes, we can hook that up, have it crank out YUV buffers and display those on the GPU, o…

Gstreamer and FFMpeg would certainly run on a Switch, a PS4, or whatever else. We know this because it runs on devices with the same processor. That said, yes, Bink certainly is a more turnkey solution, which can definitely make business sense to use. This is a byproduct of consoles being closed platforms.

When I say "run", I mean "runs at target performance". Yes, sure, Turing completeness technically means that software raytracing "runs" on the Switch, we all know that, but it's not a viable solution for a shipping product.

This is not a biproduct of consoles being closed platforms, multimedia is a challenge everywhere; cross-platform, usable multimedia playback lacks a high quality product even on open PC platforms.

Re: Epic acquires RAD Game Tools

#46

For those interested in what RAD Game Tools actually makes, as far as I understood from their website ( http://www.radgametools.com/ ): Bink 2 - video codec Oodle - data compression suite Telemetry - profiling toolkit Granny 3D - toolkit for building 3d games Miles Sound System 10 - sound authoring toolset in 2D and 3D

Basically any game you've played that has any pre-rendered video (for cutscenes, logos, whatever) most likely uses Bink video for it. Their stuff is very well regarded and widely used. At least that is the impression I have got, watching from outside the industry. It's always possible that I've got a distorted view as an outsider.

> Basically any game you've played that has any pre-rendered video (for cutscenes, logos, whatever) most likely uses Bink video for it.

Unless it was a DOS game from the 90s, in which case it may have used its 256 color predecessor Smacker.

It's amazing how this tiny company has managed to stay relevant through decades of huge technological shifts.

Re: Epic acquires RAD Game Tools

#47
Lots of love for Bink, but Bink's predecessor is an earlier video codec/format called Smacker, which was especially for 8-bit colour palettes, where the palette (or part of it) might be fixed due to being needed by UI elements outside the video, but some or all of it may be allowed to vary/rotate as the video played.

I first encountered Smacker videos in Caesar II (which even shipped smkplay.exe on the disc so you could play them from outside the game), but they were used for a lot of games of that era, including a bunch of early Blizzard titles like Warcraft 2 and StarCraft.

Re: Epic acquires RAD Game Tools

#48
post #33

The history of RAD is a history of media read speeds - playing back full-motion video from a CD on a PS2 with its near-zero available CPU resources was a superhuman effort. So low-overhead (fast) decompression is essential for AAA titles. But recently I guess developers think disks are fast enough now, because PC games have been using more uncompressed assets to free up CPU time, massively bloating install size. Curr…

It seems weird to use specialized video decode hardware when videos are almost always played in a full-screen exclusive fashion. Like, other than loading, what is the CPU doing during those times?

Video game loading screens, for instance.

Re: Epic acquires RAD Game Tools

#50
post #45

Earlier quoted context omitted.

Gstreamer and FFMpeg would certainly run on a Switch, a PS4, or whatever else. We know this because it runs on devices with the same processor. That said, yes, Bink certainly is a more turnkey solution, which can definitely make business sense to use. This is a byproduct of consoles being closed platforms.

When I say "run", I mean "runs at target performance". Yes, sure, Turing completeness technically means that software raytracing "runs" on the Switch, we all know that, but it's not a viable solution for a shipping product. This is not a biproduct of consoles being closed platforms, multimedia is a challenge everywhere; cross-platform, usable multimedia playback lacks a high quality product even on open PC platforms.

FFMpeg and Gstreamer both run on both Nvidia Tegra hardware and AMD Jaguar/Bulldozer at 4K 60fps.
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