Dolby Atmos developers corrected Mark Cerny's wrong statements about audio in the PS5 presentation.
If Tempest is half as good as Dolby Atmos then it can be something.
https://wccftech.com/dolby-atmos-can-also-support-hundreds-of-objects-like-ps5s-tempest-says-dolby/
https://developer.dolby.com/blog/spatial-audio-and-the-ps5/
If Tempest is half as good as Dolby Atmos then it can be something.
https://wccftech.com/dolby-atmos-can-also-support-hundreds-of-objects-like-ps5s-tempest-says-dolby/
(...) with the recent PlayStation 5 specification reveal, we learned that won't happen with the upcoming next-generation console, either. System architect Mark Cerny said Sony's goal with the Tempest engine for 3D audio was to support 'hundreds of sources, not just the 32 that Dolby Atmos supports'.
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To address such claims, a new blog post went up yesterday on the Dolby Atmos developer website.
Is it true Dolby Atmos is capped at 32 objects?
No, that is incorrect. As a technology, Dolby Atmos can support hundreds of simultaneous objects.
That being said, we fall back on sage advice from developers of some of the first Atmos games: objects are a fantastic tool, but restraint should be shown with respect to the number of objects active at any time. Too many objects in motion can create a confusing soundscape.
Developers have also told us that avoiding the horizontal "bed" for an all-object mix is an unnecessarily time-consuming and labor-intensive effort. So far, developers are creating next-generation mixes by blending bed audio and object audio. More is good, but more may not necessarily be "better."
https://developer.dolby.com/blog/spatial-audio-and-the-ps5/