Clip rendering API for Counter-Strike 2

You dink.
We clip.

dinkem.gg is a white-label CS2 clip rendering API. Your users hit the shots, we turn them into clips. No GPU farm to babysit.

How to integrate

STEP 01
Send a payload

POST a demo URL, a player's SteamID and a round number to our endpoint and we'll find and clip every kill they got in it.

STEP 02
Receive a webhook

We render the clip and send you a webhook when it's ready.

STEP 03
Embed or download

Insert an iframe on your page or download the MP4 — your clip is not our business.

Features

We're plumbing, not a product. You'll barely know we're here.

White-Labeled

Zero dinkem.gg branding on your clips. Embed via iframe or download the raw MP4. Your product, your brand.

Bring Your Own FX

Prefer a touch of branding to a clean cut? Hand us your logo sting or outro animation and we'll append it to the end of every clip.

Iframe Integration

Drop one <iframe> and you're done. Responsive, no jank. It's an iframe, you can write only so much about it.

Managed Storage

14 days of free retention. Pin clips to keep them forever at $10/TB per month.

Two Ways to Buy, One API

Metered best-effort when cost matters most, or reserve dinks for guaranteed throughput with an SLA. Same output either way.

Pay Per Render

Pay per rendered hour. Or don't pay if it didn't render.

Pricing

Best-effort

Pay-as-you-go, metered.

from $0.47 per produced hour

  • No SLA, subject to system load
Profile Rate approximate 15s clips per $1
1080p · 30 fps $0.47/hr ~511
1080p · 60 fps $0.68/hr ~353
1440p · 30 fps $0.54/hr ~444
1440p · 60 fps $0.85/hr ~282
Dinks SLA

Reserved capacity for steady, high-volume workloads.

$215 per dink per month

  • Committed throughput, guaranteed by SLA
Total / month

$830

Profile Thru / hr Hrs / mo Clips / mo
1080p @ 30fps
1080p @ 60fps
1440p @ 30fps
1440p @ 60fps

Each dink guarantees certain throughput based on the resolution and fps.
Monthly figures assume dinks kept busy around the clock.
Clip counts assume a 15-second clip.
A dink is pinned to one resolution, so size the rows you'll actually run.
Reprovisioning to another resolution is possible and takes ~15 min.

Storage

Every clip gets 14 days free. Pin to keep.

$10/TB

billed monthly · 14 days free
Profile Storage / 1,000 clips / mo
1080p · 30 fps $0.11
1080p · 60 fps $0.16
1440p · 30 fps $0.17
1440p · 60 fps $0.26

Assumes 15 seconds average clip duration

Built For

Stats Platforms

Highlight reels right next to the match data

Tournament Organizers

Auto clip packs for the broadcast desk

Community Sites

Let your users show off their best rounds

Coaching Tools

Round reviews that show players what went wrong

Clip Samples

Switch quality to compare render profiles

Custom rendering commands

Pass commands to toggle X-Ray outlines or the full HUD per clip

spec_show_xray: "1" — player outlines through walls

cl_draw_only_deathnotices: "0" — full HUD visible

Custom montage

Pass a timeline to stitch multiple POVs into one clip — great for showing player flashes

"timeline": [{ steam64_id, start_tick, end_tick }, …] — each segment switches to a different player's POV

Slow-motion effect

Add effect_slowmo_tick to a timeline segment to ease into slow motion at that tick — great for milking a clutch or a highlight-reel dink

"timeline": [{ steam64_id, start_tick, end_tick, effect_slowmo_tick }, …] — ramps to slow motion at the given tick within the segment

FAQ

dinkem.gg is a white-label clip rendering API for Counter-Strike 2. You send a demo file, a player's SteamID and a round, we find every kill they got in it, and you get back a finished MP4 video — no editing software, no GPU and no capture infrastructure on your end.

Request access and we'll review and activate your account by hand — new accounts start inactive and the API rejects requests until we've activated you. Once active, you get two API keys: a metered key for best-effort renders and a reserved key for dink-backed priority renders, sent as a Bearer token on every request.

Submitting a job only queues it — rendering happens asynchronously and returns a job_id right away. We call your webhook when the clip is ready; store the job_id to correlate it with the finished clip, then embed it via iframe or download the MP4.

Best-effort renders are usually delivered within 5–30 minutes, depending on current demand and system load. We scale to match demand, but during traffic spikes — for example a big event when everyone rushes to clip the same moment — it can take longer. Reserved dinks get priority and committed throughput backed by an SLA.

Yes. Pass a commands object in your render request to toggle CS2 console settings per clip. For example, set "spec_show_xray": "1" to render with player outlines through walls — useful for anti-cheat review or coaching replays — or set "cl_draw_only_deathnotices": "0" to show the full in-game HUD, giving viewers extra situational context like the scoreboard, radar and economy. Each command is validated server-side; see the API docs for the full list.

Render the suspicious round with "spec_show_xray": "1" in your commands object. This draws player outlines through walls, so reviewers can see exactly what information was — or wasn't — visible to the player. Pair it with a normal render of the same round (without X-Ray) and you have a side-by-side comparison that makes wallhack-style cheating obvious at a glance. You can also use the timeline feature to stitch the suspect's POV together with the victim's perspective for additional context.

Yes. A round job already stitches every kill the player got in that round into one clip, and if you leave the round number out we cover their kills across the whole demo. Each job still produces exactly one clip, so to get several rounds as separate clips, submit one job per round and correlate them by job_id in your own system.

Two ways to buy. Best-effort rendering is metered per rendered hour — $0.47/hr at 1080p30, $0.68/hr at 1080p60, $0.54/hr at 1440p30 and $0.85/hr at 1440p60, no subscriptions, seats or minimums. For guaranteed throughput with an SLA, reserve dinks: each dink is a dedicated render node delivering ~30 rendered-minutes/hour for $215/month, and you can reserve as many dinks as your throughput needs — there is no cluster size cap.

You only pay for finished video. Best-effort rendering is metered per rendered hour of output, so a job that fails or never produces a clip isn't billed — if a render doesn't complete, for example during a demand spike, you aren't charged for a clip you didn't get.

Yes. Clips carry zero dinkem.gg branding. Embed them via iframe or download the raw MP4 — your product, your brand. You can optionally have us append your own logo sting or outro animation to the end of every clip.

Every rendered clip gets 14 days of free storage. Pin a clip to keep it forever — extended storage is $10/TB per month, roughly 25,000–60,000 clips per terabyte.

Start dinking. We'll do the clipping.

Request access

Questions? Say hi — hello@dinkem.gg