arjan de lumens said:
Simon F said:
pcchen said:
However, it is clearly wrong. Some people believes that 48kHz is enough for digital sampling of audio. However, there are still some people who can hear the difference between 48kHz and 96kHz even on the same system.
No doubt those are the people who use Valve amps and 'molecularly aligned, super cables'.
Seriously though, if a poor quality filter was used to convert from digital to analog might then you might be able to hear the difference.
He said 'same system', which would presumably mean that the same filter was used.
I didn't understand if you were agreeing or disagreeing with me.
My assumptions are that
- the original signal was bandwidth limited, say <= 20khz.
- The reconstruction is done 'correctly' (or near enough to it)
If either of these conditions has not been met then moving to the higher sampling rate will probably help hide the deficiencies.
Actually, sampling of sound at N hertz tends to result in aliasing effects at sub-multiples of N, so-called 'beating', somewhat similar to what happens if you have two vibrating strings almost but not perfectly tuned to the same tone
Errr... if that's happening then surely it's because your analog sound contains signals that are >= N/2 Hz, i.e. you've got aliasing. You must correctly lowpass filter your original sound.
For CD sound (44100 Hz), there is a slight, but noticeable one around N/4 (11025 Hz). It will probably take some fairly well trained ears to notice this kind of stuff below ~10 kHz, though.
If that were aliasing, then noise at 11Khz would (most likely) correspond to an illegal frequency of 22+11 = 33khz. That seems unlikely since it'd pretty easy to eliminate those frequency ranges.
More likely it'd be due to shoddy reconstruction. To do it properly, you should sum up weighted Sinc functions, but I doubt anyone does that (even for for a truncated/windowed sinc). If you don't use a sinc then, IIRC, the highest representable frequency is effectively much lower than 1/2 the sampling rate.
I disagree that motion blur will add almost anything to a game. I don't know...I guess you guys are welcome to have your own opinions, but the truth is motion blur isn't just at the bottom of my personal wish list, it's not even on it at all. [icon_wink.gif]
Of course I also think FSAA is more or less unneeded crap, so it's probably just me. [icon_cool.gif]
These arguments reappear time and again on B3D. Temporal AA would add to the 'reality' of the game, but it is expensive to do it properly.
Since you think AA in general is a waste of time, I'm probably wasting my time here
but, nevertheless, here goes...
Some TV sports events are videoed using "high-speed" video cameras which, rather than averaging over the entire field/frame period, capture a frame very quickly. For the sake of the argument, lets say it's 0.001 seconds. These video pictures make wonderful freeze frame stills, but when you play them as normal video, the animation looks disturbing and not smooth.
These cameras are analogous to the way computer games graphics are generated. Each frame represents an instant in time rather than a finite period (as you get with normal video). If you could sample through the entire frame period, then the game would look far more convincing.