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?
Supergiant Games' titles since Bastion all use RAD's Bink codec to store offline renders of their character models (as movies) instead of traditional sprite sheets or realtime rendered 3d models, so they're playing back dozens of movies at all times.
As another reply mentioned, it's also standard at this point for loading screens to be movies.