You're right, I misread eastmen's post. What he asks is a legitimate interest in using XB1's DSPs for game audio.in fairness, Kinect utilization of hardware _is_ about console audio...
You're right, I misread eastmen's post. What he asks is a legitimate interest in using XB1's DSPs for game audio.in fairness, Kinect utilization of hardware _is_ about console audio...
As far as I can tell, TrueAudio looks like it goes right to the metal on the DSP.
Not according to Dave Baumann, although it looks like he's scarpered again...Ahh, so amd cards that support trueaudio have a dsp (separate or on die) I thought it was audio accelerated by the gpu ?
Ahh, so amd cards that support trueaudio have a dsp (separate or on die) I thought it was audio accelerated by the gpu ?
Not only is a DSP leveraging routines specifically designed for the task, but the other issue with using shader cores is synchronization.
As you can see, I'm still a little bitter that there is all that DSP available, and the Kinect guys reserved the lot.
Both would be best.Yes I understand the process of moving your head to localise sound, but if you wish to detect sound location by moving your head, its your virtual head you need to move not your real head
I was in the audio team. I worked on WASAPI and the audio hardware.
I have no real opinion on the console as a complete package, I haven't actually seen the games. It's easy to develop for, I wrote a scream tracker player for it in just a few hours when I was bored, but other than that, your guess is as good as mine.
FF decoder? I'm afraid you lost me somewhere. You mean the XMA decoder module? The ASP also does codecs, for chat, etc. I'd be surprised if the XMA decoder had been included in that "GOPS" number given in the Hotchips presentation, since it's really just a copy of the identical chip in the 360, with a couple of bugs fixed and a higher clock rate. But I'm not really sure.How many GFLOPs/GOPs would you say the FF decoder on SHAPE contributes to the over all value? I'm trying to get a handle on how much you'd need on the PS4 to emulate SHAPE in its entirety but I think the over all power number includes the FF decoder which the PS4 has a similar module for.
FF decoder? I'm afraid you lost me somewhere. You mean the XMA decoder module? The ASP also does codecs, for chat, etc. I'd be surprised if the XMA decoder had been included in that "GOPS" number given in the Hotchips presentation, since it's really just a copy of the identical chip in the 360, with a couple of bugs fixed and a higher clock rate. But I'm not really sure.
Yes, we're talking about generally sub-conscious head movement, although it still works if you do think about it. I'm not sure what you consider to be "tiny". Five degrees or so? Little enough that it doesn't interfere with maintaining an effortless visual "lock on" to whatever you're looking at. On the other hand, if you are in a full-on, "Where the hell is that noise coming from?!" situation, you'll almost certainly be swiveling back and forth more radically that that.the point of hrtf is you dont have to tilt your head. you want to be able to tell where a sound is coming from without moving your head just like real life (unless you count tiny possibly subconscious head movement)
How many GFLOPs/GOPs would you say the FF decoder on SHAPE contributes to the over all value? I'm trying to get a handle on how much you'd need on the PS4 to emulate SHAPE in its entirety but I think the over all power number includes the FF decoder which the PS4 has a similar module for.
You'd probably be able to emulate the EQ using the FLT, but emulating the CMP using the VOL would need some CPU processing.As demonstarted multiple times - GFLOPs/GOPs are meaningless in determine performance in real workloads.
The FLT/VOL modules does something like this :
Lowpass = Lowpass + cFREQ * Bandbass
Highpass = cVOLUME * Input - Lowpass - cQ * Bandpass
Bandpass = cFREQ * Highpass + Bandpass
Notch = Highpass + Lowpass
cVOLUME, cFREQ and cQ are precalculated coefficients. Some of the things you noticed first :
* This is a naive implementation without any optimization based on which filter type you want.
* This is a recursive structure (need previously calculated results) which is not a natural fit for GPU processing, so you would need the CPU for the most efficient processing.
According to bkilian the EQ/CMP module can process 512 streams with filtering (EQ) and volume manipulation (CMP) simultaneously, but the obvious question is : How many sounds (each with different volume and filtering) are actually played simultaneously in an audio engine?
The FLT/VOL module give us additional 2500 simultaneous streams which have more or less the exact same functionality as the EQ/CMP module. But if we assume maximum flexibility for the DMA in SHAPE then we could actually extract the filtering information (an approximation) from the different HRTF IR's and use the FLT/VOL module for the filtering. The DMA part would have to manage the 'time arrival' part (delay) of the HRTF IR's. Is the below possible?
MemoryRead (pointer) -> SVF1 -> SVF2 -> SVF3 -> SVF4 -> Mix
MemoryRead (pointer + 36) -> SVF5 -> SVF6 -> SVF7 -> SVF8 -> Mix
MemoryRead (pointer + 17) -> SVF9 -> SVF10 -> SVF11 -> SVF12 -> Mix
etc.
I doubt it's a full core being saved. Technically, the AVPs can process more than a jaguar core's worth of code, but I have a hard time believing the speech pipeline has gotten that heavy.
Also, if you're a developer, and you're not interested in Kinect, offloading the Kinect processing hasn't "saved" you anything...
As you can see, I'm still a little bitter that there is all that DSP available, and the Kinect guys reserved the lot.
Digital Foundry: You talk about having 15 processors. Can you break that down?
Nick Baker: On the SoC, there are many parallel engines - some of those are more like CPU cores or DSP cores. How we count to 15: [we have] eight inside the audio block, four move engines, one video encode, one video decode and one video compositor/resizer.
The audio block was completely unique. That was designed by us in-house. It's based on four tensilica DSP cores and several programmable processing engines. We break it up as one core running control, two cores running a lot of vector code for speech and one for general purpose DSP. We couple with that sample rate conversion, filtering, mixing, equalisation, dynamic range compensation then also the XMA audio block. The goal was to run 512 simultaneous voices for game audio as well as being able to do speech pre-processing for Kinect.
That DSP seems to be SHAPE, I think.
Haha! I'm no researcher. That DSP is not SHAPE. SHAPE is not a general purpose DSP, it's a collection of fixed function units. That DSP is probably the ASP (Audio Scalar Processor) which is used for supporting codecs the hardware doesn't natively support, and some other things.That DSP seems to be SHAPE, I think.
On a different note, this article is titled "Meet the researcher who took Xbox One’s audio performance to the next level", so it's self describing (I thought he would be bkilian) :smile:
http://blogs.technet.com/b/next/arc...rformance-to-the-next-level.aspx#.Ul7R-pBBvDc
Nice sound-proof building, btw
That DSP seems to be SHAPE, I think.
On a different note, this article is titled "Meet the researcher who took Xbox One’s audio performance to the next level", so it's self describing (I thought he would be bkilian) :smile:
http://blogs.technet.com/b/next/arc...rformance-to-the-next-level.aspx#.Ul7R-pBBvDc
Nice sound-proof building, btw