You have that with shape dont you?I'm certainly interested in hearing what a game sounds like if a developer attempts to implement 100's of simultaneous sources of sound.
You have that with shape dont you?I'm certainly interested in hearing what a game sounds like if a developer attempts to implement 100's of simultaneous sources of sound.
You or I don't know what the audio processing limits are for either of the audio chip in these systems. What we do know is there is a limit for Atmos and Sony's Tempest on the number simultaneous sound objects in can produce. There is no limit for DTS X. XB1 already has it and so will Series X.You're aware that a specification that has no upper ceiling for sounds doesn't mean unlimited numbers can be used, right? Sound object count will still be limited by processing power.
No what I'm simply talking about is what each format supports. DTS X is unlimited, Atmos is limited to 128 but could go higher, Mark Cerny said Tempest could support "hundreds". The title of the thread is "The Tempest Engine VS Dolby Atoms dispute". I just brought up the fact the Series X will also support DTS X. As far as the original XB1. It had a pretty advanced sound processor in it because of kinect. Probably the reason it got the Atmos update and PS4 never did.Are you arguing that Series X will be capable of more than 512 sound objects because DTS X has no defined sound object limit? Heck, you even seem to be suggesting that XB1 has no limit on its audio objects - it too supports DTS X. So XB1 is capable of unlimited sound objects?
Probably the reason it got the Atmos update and PS4 never did.
Correction here: DTS:X unlimited is only on PC with a move towards XBO. But it’s not there yet. I purchased it on PC but haven’t seen it show up on XBO yet.You or I don't know what the audio processing limits are for either of the audio chip in these systems. What we do know is there is a limit for Atmos and Sony's Tempest on the number simultaneous sound objects in can produce. There is no limit for DTS X. XB1 already has it and so will Series X.
Does it matter if folks are using uncompressed 5.1/7.1 via HDMI I'm not clear on the difference for games on a normal setup.
Tempest Engine's hundreds figure is a hardware capability, not a format. DTS X's 'unlimited' is a specification. Different hardwares will be able to mix different numbers of voices when using DTS X.No what I'm simply talking about is what each format supports. DTS X is unlimited, Atmos is limited to 128 but could go higher, Mark Cerny said Tempest could support "hundreds".
On a related note, I have yet to see any statements about PS5 supporting Dolby Atmos.
They both probably use the same hardware for audio (a stripped down CU core from AMD) under different names.
I'm not talking from a theoretical hardware perspective but from an actual supported by the SDK/API perspective that developers can use.
I'm not talking from a theoretical hardware perspective but from an actual supported by the SDK/API perspective that developers can use.
The Wwise Spatial Audio Geometry API uses emitter and listener positions, and the raw triangles of your game's (typically simplified) geometry in order to compute image sources for simulating dynamic early reflections, in conjunction with the Wwise Reflect plug-in. Sound designers control translation of image source positions into early reflections directly in Wwise Reflect, through tweaking of properties based on distance and materials.
They both probably use the same hardware for audio (a stripped down CU core from AMD) under different names.
Yeah, it supports a lot of features but no mention of Dolby Atmos support. This could become a hassle for multiplatform developers if they were looking for common format to use on PC/Xbox/Playstation.
Not so sure about that. We don't know what the Xbox audio is. It could be an in-house DSP like Shape was.
developers don't even have to use Atmos