Now here's how I think gaming audio will evolve during this next generation:
- It won't.
Do you mean that is already here? Like on PS3 or something to that extent?
Now here's how I think gaming audio will evolve during this next generation:
- It won't.
Do you mean that is already here? Like on PS3 or something to that extent?
I see no point in changing audio compression format. I've never yet heard audio compression artefacts in a game.
That's an opportunity Sony seemed to have missed. Advertising convincing 3D stereo audio would actually be a big thing for me. A suitable YouTuibe campaign would also successful educate all gamers. Tell the viewer to plug in a pair of cans and show COD/Battlefield while switching between stereo and holophonic audio, and it'll blow them away. Advertise your console as the only one that does this, and bag a load of customers, I bet.I wonder if MS will be including stereo headphone jacks in the controllers this time around? Seems like a good way to guarantee they get their money's worth with people getting experiencing the benefits of quality sound without relying on them having higher end stereo systems or dedicated gaming headsets.
That's an opportunity Sony seemed to have missed. Advertising convincing 3D stereo audio would actually be a big thing for me. A suitable YouTuibe campaign would also successful educate all gamers. Tell the viewer to plug in a pair of cans and show COD/Battlefield while switching between stereo and holophonic audio, and it'll blow them away. Advertise your console as the only one that does this, and bag a load of customers, I bet.
Could Sony not offer at least an approximation of this using GPU compute?
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I wonder if MS will be including stereo headphone jacks in the controllers this time around? Seems like a good way to guarantee they get their money's worth with people getting experiencing the benefits of quality sound without relying on them having higher end stereo systems or dedicated gaming headsets.
Could Sony not offer at least an approximation of this using GPU compute?
Silent_Buddha said:I'll be in heaven if we see a resurgence of focus on proper audio simulation. Gaming has been dreadful when it comes to audio for over a decade now, and it makes me sad just to think of it.
That's an opportunity Sony seemed to have missed. Advertising convincing 3D stereo audio would actually be a big thing for me. A suitable YouTuibe campaign would also successful educate all gamers. Tell the viewer to plug in a pair of cans and show COD/Battlefield while switching between stereo and holophonic audio, and it'll blow them away. Advertise your console as the only one that does this, and bag a load of customers, I bet.
Yes, for general workloads. But for optimised audio workloads, the theoretical maximum is achievable. And the IPC for jaguar is across the CPU, not only the floating point module.But doesn't Xenon also have much poorer IPC than Jaguar, 0.2 vs 1/1.1?
For one thing, there's only a single source per ear. Our brains use many cues for determining audio directionality, including integrating results due to the ear shape, us moving our heads slightly, and subtle phase differences. Worse is that it's different for each person, so you'd need a personalised HRTF.And why is doing 3D sound for headphones so difficult exactly?
Is the actual HRTF mixing that difficult or is it mostly due to the need for headtracking to do accurate 3D sound?
As I don't think you can assume the headphones are parallel to the screen and calculate the HRTF for that (ie so sounds to the right of the onscreen view come from the right earpiece etc) as most people sit somewhat off axis to their TV and do not face the screen absolutely head on - this would screw up the HRTF as you'd actually be sitting to the right or left of the screen
Did they try to rule out downmixing as the cause of perceptibility?Here's the cool part. _they're right_. They _can_ hear a difference (if they know the difference is there). Tests using non-ABX, with brain scanners, show that their brain reacts differently to (what they consider) the better audio, in effect, they enjoy that audio more because they "know" it's better.
Not really, a single core could probably place ~100 sound sources.Is the actual HRTF mixing that difficult
That's an opportunity Sony seemed to have missed. Advertising convincing 3D stereo audio would actually be a big thing for me. A suitable YouTuibe campaign would also successful educate all gamers. Tell the viewer to plug in a pair of cans and show COD/Battlefield while switching between stereo and holophonic audio, and it'll blow them away. Advertise your console as the only one that does this, and bag a load of customers, I bet.
Sony's audio hardware might be able to do it for all we know. However, the description of their controller and its audio jack means Sony aren't doing this; their ubiquitous headphone support isn't good enough to provide holophonic audio.Could Sony not offer at least an approximation of this using GPU compute?
Holophonic audio uses plain stereo, it's just a brand name for a form of binaural recorded audio. Why would the jack not be good enough?Sony's audio hardware might be able to do it for all we know. However, the description of their controller and its audio jack means Sony aren't doing this; their ubiquitous headphone support isn't good enough to provide holophonic audio.
Holophonic audio uses plain stereo, it's just a brand name for a form of binaural recorded audio. Why would the jack not be good enough?