Audio Connections on NextGen Consoles? *spawn*

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/

(...) 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'.

xCloud Servers to Transition to the Xbox Series X Processor for Improved Performance; PC Testing Is Underway

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/
 
If Tempest is half as good as Dolby Atmos then it can be something.

even windows sonic is as good as atmos and tempest could be better via hrtf personalization and Cerny said it will work on various setups, not only headphones but later also for stereo/TV speakers, surround sound systems
 
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/

They can only support 32 object in Windows Sonic on Xbox One

49681137166_bf14f2f97a_o.png

This is coming from the official site of Dolby. Stream Audio does better than this and probably the fusion 3D audio hybrid SPU and CU of PS5




And read what is project acoustics this is prebaked 3d audio not calculated in realtime like on PS5.

https://www.windowscentral.com/xbox-series-x-project-acoustics-audio-ray-tracing-revealed?amp

Project Acoustics is a wave acoustics engine for 3D interactive experiences. It models wave effects like occlusion, obstruction, portaling and reverberation effects in complex scenes without requiring manual zone markup or CPU intensive ray tracing. It also includes game engine and audio middleware integration. Project Acoustics' philosophy is similar to static lighting: bake detailed physics offline to provide a physical baseline, and use a lightweight runtime with expressive design controls to meet your artistic goals for the acoustics of your virtual world. Ray-based acoustics methods can check for occlusion using a single source-to-listener ray cast, or drive reverb by estimating local scene volume with a few rays. But these techniques can be unreliable because a pebble occludes as much as a boulder. Rays don't account for the way sound bends around objects, a phenomenon known as diffraction. Project Acoustics' simulation captures these effects using a wave-based simulation. The acoustics are more predictable, accurate and seamless. Project Acoustics' key innovation is to couple real sound wave-based acoustic simulation with traditional sound design concepts. It translates simulation results into traditional audio DSP parameters for occlusion, portaling, and reverb. The designer uses controls over this translation process.

https://www.resetera.com/threads/dolby-atmos-dev-talk-about-sony-3d-audio-tempest-engine.176321

This is serious damage control by Dolby engineer;

Q- 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."

When there is tons of sounds because I am outside under the rain this is too many sound. Ridiculous.

PS5 and Steam Audio are much better than Xbox Series X and Windows Sonic initiative for audio. I suppose this is because MS is no very interested by VR. This is the reason they fall far behind the PS5 and Steam Audio initative. For example I see 256 objects for 4 CUs of a RX 480 in Steam Audio.

Ps5 is less powerful but have a much better audio solution. They talk about hundreds of object not 128 like in Windows Sonic on Windows the best solution...
 
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even windows sonic is as good as atmos and tempest could be better via hrtf personalization and Cerny said it will work on various setups, not only headphones but later also for stereo/TV speakers, surround sound systems
did you try both? 'Cos Windows Sonic is not even close to Dolby Atmos, at least in my experience
 
They can only support 32 object in Windows Sonic on Xbox One

49681137166_bf14f2f97a_o.png

This is coming from the official site of Dolby. Stream Audio does better than this and probably the fusion 3D audio hybrid SPU and CU of PS5




And read what is project acoustics this is prebaked 3d audio not calculated in realtime like on PS5.

https://www.windowscentral.com/xbox-series-x-project-acoustics-audio-ray-tracing-revealed?amp



https://www.resetera.com/threads/dolby-atmos-dev-talk-about-sony-3d-audio-tempest-engine.176321

This is serious damage control by Dolby engineer;



When there is tons of sounds because I am outside under the rain this is too many sound. Ridiculous.

PS5 and Steam Audio are much better than Xbox Series X and Windows Sonic initiative for audio. I suppose this is because MS is no very intested by VR. This is the reason they fall dar behind the PS5 and Steam Audio initative. For example I see 256 objects for 4 CUs of a RX 480 in Steam Audio.

Ps5 is less powerful but have a much better audio solution. They talk about hundreds of object not 128 like in Windows Sonic on Windows the best solution...
hmmmm interesting, but that's for XB1 and Windows. Gotta try Windows Sonic with RE2 Remake, which has a great positional sound, but the sound quality is not the same, specially the bass. I played games using both formats, specially Alien Isolation, where sound was prime.

Plus, I dont trust Cerny's word as much as he speaks like a priest. The comment of the 1000 individual rain droplets was puff, you gotta be high to say that and expect people to discern every single droplet.
 
https://developer.dolby.com/blog/dolby-audio-over-hdmi-part-3-reality/

Summary

1. Atmos can be delivered thru Dolby digital plus or Dolby true hd codec.
2. Atmos can work with hdmi arc at lower quality

About Dolby statement after PS5 announcement posted above, maybe the 32 limit is not a hard limit from atmos, but the limit for certain device?

So developer maybe can do more than 32 if they can allocate the needed additional processing power. For fixed device like console, maybe 32 is hard limit. But for PC or atmos thru PS5 tempest processing power, they can do more than 32.
 
https://developer.dolby.com/blog/dolby-audio-over-hdmi-part-3-reality/

Summary

1. Atmos can be delivered thru Dolby digital plus or Dolby true hd codec.
2. Atmos can work with hdmi arc at lower quality

About Dolby statement after PS5 announcement posted above, maybe the 32 limit is not a hard limit from atmos, but the limit for certain device?

So developer maybe can do more than 32 if they can allocate the needed additional processing power. For fixed device like console, maybe 32 is hard limit. But for PC or atmos thru PS5 tempest processing power, they can do more than 32.

There was a tweet that was posted somewhere in one of these threads where a MS engineer mentioned that his colleague who was working on the hardware audio solution mentioned XBSX being capable of hundreds of sources. This is, of course, 3rd hand information so take it for what it's worth.

At the moment we literally have no public information on the audio solution in the XBSX other than it's 3D hardware audio. I can't imagine MS putting as much effort into it as Sony have, but I'm not sure it's way behind them either.

Regards,
SB
 
did you try both? 'Cos Windows Sonic is not even close to Dolby Atmos, at least in my experience
There was a tweet that was posted somewhere in one of these threads where a MS engineer mentioned that his colleague who was working on the hardware audio solution mentioned XBSX being capable of hundreds of sources. This is, of course, 3rd hand information so take it for what it's worth.

At the moment we literally have no public information on the audio solution in the XBSX other than it's 3D hardware audio. I can't imagine MS putting as much effort into it as Sony have, but I'm not sure it's way behind them either.

Regards,
SB

We have all the information needed inside the official link give on Xbox news and the Dolby audio website.

The first difference is on Xbox this is prebaked Audio not realtime they said it on project acoustics website. This is probably easier for audio engineer to create the content in real-time on PS5 devkit. They have a dedicated hybrid CU/SPU to do it. The DSP inside the Xbox is tailored for replay this sound this means it is not easy as playing a simple 2D sound but they don't need as much power as Sony solution. There is an advantage on Xbox side, it means you don't need to use a little bit of raytracing GPU capacity for audio.

Some other limitations are described on the Dolby website. The best case on PC is 128 objects emitting sound, Sony talked about hundreds of objects and like I said I in Steam Audio they talk about 256 objects on 4 CUs of an RX 480. And you need Dolby certified headphones to use it, Sony solution can use any headphone.

Another advantage will be the work with HRTF and personalized the 3D sound on the Sony side.

The reason Microsoft is far behind PS5 and Steam Audio is simple they aren't invested in Virtual reality. For Sony having a great audio experience was mandatory because there will be a PSVR 2 and this time they want to deliver a top-notch experience. They did a postmodern and they probably understand that having the 3D audio working only in official Sony headphones was an error and they think they can use this to improve games outside VR and help PS5 to differentiate from the Xbox Series family.
 
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We have all the information needed inside the official link give on Xbox news and the Dolby audio website.

The first difference is on Xbox this is prebaked Audio not realtime they said it on project acoustics website. This is probably easier for audio engineer to create the content in real-time on PS5 devkit. They have a dedicated hybrid CU/SPU to do it. The DSP inside the Xbox is tailored for replay this sound this means it is not easy as playing a simple 2D sound but they don't need as much power as Sony solution. There is an advantage on Xbox side, it means you don't need to use a little bit of raytracing GPU capacity for audio.

Some other limitations are described on the Dolby website. The best case on PC is 128 objects emitting sound, Sony talked about hundreds of objects and like I said I in Steam Audio they talk about 256 objects on 4 CUs of an RX 480. And you need Dolby certified headphones to use it, Sony solution can use any headphone.

Another advantage will be the work with HRTF and personalized the 3D sound on the Sony side.

The reason Microsoft is far behind PS5 and Steam Audio is simple they aren't invested in Virtual reality. For Sony having a great audio experience was mandatory because there will be a PSVR 2 and this time they want to deliver a top-notch experience. They did a postmodern and they probably understand that having the 3D audio working only in official Sony headphones was an error and they think they can use this to improve games outside VR and help PS5 to differentiate from the Xbox Series family.
fair enough. There is news regarding Valve, MS and HP working on a new VR headset but it is only for PC.
hp-valve-microsoft-next-gen-vr-headset.jpg

The HP Reverb G2 is a surprise announcement with very little info right now.


What you need to know
  • HP, Microsoft, and Valve are working on a next-generation VR headset for SteamVR and Windows Mixed Reality.
  • This new headset is known as the HP Reverb G2 and is said to be a new standard in VR.
  • Little information is available, but the short press release teases significant improvements in comfort and immersion.
Seemingly out of left field, HP, Microsoft, and Valve announced a joint partnership to develop the next generation of VR headsets for PCs everywhere. The short press release sent out includes a 15-second teaser video that showcases the front of a headset that looks like a modified HP Reverb.

Based on the announcement and the design teased, it looks like this new next-generation VR headset is going to be called the HP Reverb G2. The press release notes that folks can head to HP.com/Reverb to sign up for notifications when more information is available.

Little information has been given alongside the announcement other than platitudes, but the platform of "no compromise" has been declared and it sounds like HP, Valve, and Microsoft are going all-in on a product that should support Windows Mixed Reality and SteamVR, just as the current-generation HP Reverb headsets do. It also appears that the HP Reverb G2 has at least two cameras on its front, but it's not clear if there are additional cameras to support inside-out tracking. The announcement proclaims that the new Reverb is set to deliver a better experience than ever, but doesn't provide any real specifics.

Developed in collaboration with Valve and Microsoft, the next gen HP VR headset delivers a more immersive, comfortable and compatible experience than the previous generation. It's the new standard in VR.

We can surmise a few things from the teaser, but many of them are guesses until more solid information is available. Valve's off-ear headphone design looks like it may have made its way to the HP Reverb G2, as the teaser image shows headphones that appear to hover just off to the side of the headset in the same way that the Valve Index's headphones do. There's no word on pricing or availability of the HP Reverb G2 just yet.

Today has a day of many surprises, for sure. The release of Half-Life: Alyx brought about an era that many gamers have been looking forward to for years. We haven't seen a Half-Life video game release in well over a decade, and Valve's move to make Alyx a VR-only title was as surprising to as many people as the existence of a new Half-Life game itself. This new tease for the next-generation of VR headsets is certainly another surprise, and it means there seem to be plenty of exciting new releases on the horizon.

bona nit!
 
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