Afaik, the PS4 has a decompressor chip for audio, although for example the Xbox 360 has one too, but X360's audio was processed on the CPU.As far as I understood, Sony has something similar to AMD TrueAudio in PS4. Why they'd need a processor reserved for audio?
What do you mean "going to use" why isnt it using it now?PS4 is going to use the GPU
because it needs time to develop something like this. Right now, nobody has done this in a game, so the sound engines must first get developed before using them. Also, if you use the GPU for sound processing, you loose some processing time for the graphics. Right now it is not needed to do that on the gpu. Also, sound processing is somewhat a time-critical task, so you shouldn't use async compute because you definitely must have the resources to do the calculations in time.What do you mean "going to use" why isnt it using it now?
I dont buy that "its new its going to take time before the devs learn how to use it, the gpu was new nobodies saying "the gpu is new, non of the advanced features it has over the previous gen gpu will be used for a year or so untill the devs learn how to use it" afaik the audio middleware supported the consoles audio hardware from day 1.because it needs time to develop something like this. Right now, nobody has done this in a game, so the sound engines must first get developed before using them
The high performance processor and dedicated Scalable Hardware Audio Processing Engine (SHAPE) is fully utilized by FMOD Studio to deliver next generation audio for the next generation of games. Authorized Xbox One developers and publishers can download an evaluation today.
It is, it allows xb1 games to ship with compressed audio thats the reason for its existance, wether it does other stuff apart from the convolution reverb there's practically no info that is presented in a format a non audio programmer can understandFor the xbox one I hope that shape will be used to offload some cpu-ressources.
Because early SDKs on the PS4 used the CPU cores for audio logic instead of TrueAudio, which is GPU based -gpgpu I think-. Allandor explained it.What do you mean "going to use" why isnt it using it now?
Because early SDKs on the PS4 used the CPU cores for audio logic instead of TrueAudio, which is GPU based -gpgpu I think-. Allandor explained it.
Interestingly, Sony and Microsoft will also face-off on the audio department.
Microsoft’s Advanced Technology Group Senior Development Lead Scott Selfon will start with the seminar “The Future is Now – But Now What?” at 11:15 AM.
“Next gen” has arrived, with ever increasing technical capabilities in both hardware and software processing. But are these new consoles really just offering the same thing, only more of it? What are the audio frontiers and barriers when so many of the restrictions of the past have been eliminated? And with maturing and increasingly sophisticated audio engine solutions, is game sound programming really now a “solved” problem? Scott reflects on the current state-of-the-art for areas ranging from spatial simulation and acoustic modeling to evolving and dynamic mixing, audio as a feedback mechanism, and highly personalized audio experiences. He’ll use examples from both past and present to highlight the technical achievements that implementers are striving for in making audio not only compelling and realistic, but an equal-footing contributor to immersive, engaging, and rewarding gameplay experiences.
At the end of the afternoon, at 5 PM, Sony Worldwide Studios’ Creative Services Group Audio Director Garry Taylor will host the Audio Keynote.
Garry Taylor has a unique vantage
point over today’s game audio landscape. Heading up audio for Sony Computer Entertainment Europe, he has oversight of content provision and strategy for multiple studios and Playstation titles across PS4, PS3 and PS Vita, as part of Sony’s Worldwide Studios Group and Audio Standards Working Group.
In a wide-ranging keynote address, he will explore his experience of the past, present and future of sound, music and dialogue for videogames, celebrating and in some cases questioning what has gone before, whilst examining the key ingredients that will take the medium forward. How have audio roles, best practice and game audio tech developed, as game development itself has evolved and changed? How has people’s consumption of audio changed? What do mobile platforms and the rise of headphone listening mean for game audio? What about 3D audio over headphones and what of VR? What does the advent of Dolby Atmos mean for game development, if anything? What’s next for toolsets?
Referring to processes, team integration, tools, hierarchy, equipment, training, communication and game design involvement, he will outline the factors he believes necessary for the future success of game audio.
We have a presentation about audio some part like compression/decompression are done on the DWP true audio part, some part with CPU and some part can be done on GPU.Afaik, the PS4 has a decompressor chip for audio, although for example the Xbox 360 has one too, but X360's audio was processed on the CPU.
PS4 is going to use the GPU -like with AMD TRueaudio technology- for that technology, again...., afaik, thus until that happens the audio is processed on the CPU, according to Killzone: Shadowfall screengrabs from developers.
If you were hoping for some cool audio techs in this generation, maybe this one sounds good to you.Do you have a quote for that did bilikan just say extra cores could be freed up for use in games and you've took it to mean "cores could be freed up to create cool audio effects"
Does he give the name of any of the effects?
looking at the block diagram the bits built for connect dont seem to be at all usefull for use in games
as for the shape itself i agree with Betanumerical who said
"From this exact diagram all shape does is Decode streams, mix with clip detection run a EQ and state variable filters on them and also so sample rate conversion."
I'm pretty sure its usually used for graphics (maybe AI also) and not the audio side.I'm pretty sure I saw the Umbra logo when I started Batman Arkham Knight. It seems to be everywhere.
Again no mention of shape.Umbra runs on virtually any modern CPU and does not depend on any specific hardware or external software
And what if you can use those precious CPU cycles on Shape instead on the CPU?Had a look on umbra's web site
Found this quote
Again no mention of shape.
Betanumerical's info seems to be spot on from what i can gather