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dinkem.gg Partner API

dinkem.gg is a clip rendering API for Counter-Strike 2. You send us a demo, a player's Steam ID, and the round you want — we load the demo inside a real CS2 instance, capture every frame, and hand back a finished MP4. No editing software, no manual work, no GPU on your end.

The whole service is driven by a single HTTP call:

Your platform (stats site, tournament tool, coaching app…)

│ POST /api/clips { demo_url, steam64_id, round }

[ dinkem.gg ]
│ loads the demo in CS2, captures frames
│ ffmpeg encodes the clip

Webhook notification → embed via iframe or download the MP4

You submit a render job, we queue it, and the clip is produced asynchronously. There is no dashboard to click through and no upload form — it is infrastructure you call from your own code.

White-labeled by default

Clips carry no dinkem.gg branding. Embed them via iframe or download the raw MP4 — they are your clips, on your platform, under your brand.


What you need to get started

  1. An active account. New accounts start inactive — we reach out and activate you before the API accepts requests. See Authentication.
  2. Your API keys. Two tokens tied to your account — a metered key for best-effort renders and a reserved key for priority renders — sent as a Bearer token on every request. See Authentication.
  3. A demo URL, a Steam ID, and a round number. The three inputs every render job requires.

The request lifecycle

StepWho does itHow
1. Submit a jobYouPOST /api/clips with demo_url, steam64_id, and round
2. Renderdinkem.ggWe replay the demo in CS2 and encode the clip — no action needed from you
3. Receive webhookYouWe notify your webhook URL when the clip is ready
4. Embed or downloadYouInsert an iframe on your page or download the MP4

The rest of these docs cover step 1 in detail: authenticating and submitting render jobs.


Pricing at a glance

There are two ways to buy. Best-effort rendering is metered per rendered hour — an hour of finished video (your clip's own length), not the wallclock time we spend producing it — with no subscriptions, seats, or minimums:

1080p301080p601440p301440p60
$0.42/hr$0.61/hr$0.49/hr$0.77/hr

The same clip is the same number of rendered hours at any setting — higher fps and resolution simply cost more per rendered hour because they take more compute to produce.

For guaranteed throughput with an SLA, reserve dinks: one dink is a dedicated render node delivering ~30 rendered-minutes/hour for $415/month. Reserve as many dinks as your throughput needs — there's no cluster size cap.

Every rendered clip gets 14 days of free storage; pinned clips persist indefinitely.