![]() This is more compatible in the general case when we don't know how your threads are laid out - neither thread does any heavy work, so it should be unnoticeable anyway. You can stick lock these threads to a particular core with BinkGetPlatformInfo manually. Changed the IO and sound threads to not be locked to any single core.Fixed a few multithreaded PS4 UE4 problems.Reorganized the UE4 plugin source - delete the Bink directory under Plugins before you install this new version.This is a big speed up on OpenGL ES platforms. Switched the BinkTextureGL support to use slightly oversized textures when s_HasUnpackRowLength is not available.Fixed a compressor problem where if the entire alpha plane was zero, we would ignore the disable alpha-weighting option.Ĭhanges from 2.6c/1.200c to 2.6d/1.200d (1-9-2017).Stereo output is now the default, you need to call BinkPluginLimitSpeakers to bump up the limit for 5.1 or 7.1 output. Added new function to the Unity and UE4 plugins, so you can limit the number of output speakers - this lets you play 5.1 audio on stereo speakers.The binaries for the UE4 Bink plugin should now be placed in the /Bink directory (vs the Movies directory).Ĭhanges from 2.6d/1.200d to 2.6e/1.200e (1-19-2017). ![]() In the Unity and UE4 plugins, we don't clear the rendertarget first, if there is only one movie drawing to the RT - this makes a big speed differences on PS4 and mobile.Fixed a problem where render targets on the UE4 for PS4 wouldn't have SRGB turned on.Fixed a linker problem in the iOS plugin for Unity and UE4.This was already how Bink worked on other platforms (which all have soft thread affinities). In practice, this is makes a big difference in playback speed, when you are doing work in the background. On PS4, Bink now sets the async thread affinities to share across the cores that you specify, (so that even if one core is overloaded on some other game code, Bink can continue decoding on the other async cores).
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