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Mad Lust Envy's Headphone Gaming Guide: (3/18/2016: MrSpeakers Ether C 1.1 Added) - Page 1014

post #15196 of 37393
Quote:
Originally Posted by Fegefeuer View Post

What? For SBX you set your input to 5.1, not 2.0.


I haven't seen instructions as to whether it should be 5.1 or 2.0.  When I fed a 5.1 signal with SBX surround, the positioning was worse than when I fed it a 2 channel signal, so I'm just basing it on my own testing.

post #15197 of 37393
With headphones? Can't confirm this.
post #15198 of 37393
Quote:
Originally Posted by lemm View Post

In light of this I don't see why it would be worth worrying too much about 3D audio in games unless the specific games we like has a 3D headphone audio option. Thanks.

DTS now has "DTS X" 11 point (11-channel?) Headphone Surround Sound, so maybe Sony will add DTS X, as an update, to the Play Station?

 

I believe the Man of Steel Blu-ray will be the first movie disk to support DTS X.

Maybe future Play Station games will come with DTS X audio?

post #15199 of 37393
Quote:
Originally Posted by PurpleAngel View Post

Quote:
Originally Posted by miceblue View Post

Does anyone know of albums with 5.1? I know they exist but I don't now of any.

Try doing an Internet search for "5.1 Music", looks like some music disks use DTS 5.1 surround sound for audio tracks.

Hm okay. I have to wonder how it'll sound compared to a stereo binaural recording since don't have any immediate experience with 5.1.

post #15200 of 37393
Quote:
Originally Posted by PurpleAngel View Post

DTS now has "DTS X" 11 point (11-channel?) Headphone Surround Sound, so maybe Sony will add DTS X, as an update, to the Play Station?

I believe the Man of Steel Blu-ray will be the first movie disk to support DTS X.
Maybe future Play Station games will come with DTS X audio?

From what I read DTS Headphone X relies on binaural information embedded in the DTS HD stream. In games we need engine support. The Audio renderer needs to add binaural information to the stream or create a direct binaural signal. I don't really believe Datasat to have a powerful middleware ready to do exactly that and you need to convince dev to use it. First you need to beat FMOD and Co.
post #15201 of 37393

What is the best headphone for competitive and fun gaming, while still being good for music like rap/hiphop and dubstep?

post #15202 of 37393
I've got this MLE the answer is Philips X1
post #15203 of 37393

So, I installed Razer surround sound to see how it works, and I have found out that it decides it wants to be my default audio device. Is there anyway to stop that? You can't use DAWs or anything audio related while its on.

post #15204 of 37393
Thread Starter 
Quote:
Originally Posted by LNCPapa View Post

I've got this MLE the answer is Philips X1

Yup.
post #15205 of 37393

I can't decide between the DT990 Pro or the AKG K702.

 

What do you guys think? Will be on a budget setup for now.

post #15206 of 37393
Quote:
Originally Posted by Fegefeuer View Post

There's no magic involved. Middleware has all the exact positional information, voices.

It could do the same as CMSS-3D (like elevation), it's just too CPU-bound so it's less precise and accurate and often only does the most basic stuff like doppler, panning, matrix etc...and relies more on prebaked audio (Dead Space is a heavy contender here). Some Xbox 360 games occupied a single core just for audio, it was inevitable for the Xbox One to get a dedicated audio chip. The current consoles kept that standard in all these years. Easier for multiplats, easier for porting to PC, less driver problems or hickups compared with DS3D etc...
A few titles like Killzone etc..went beyond that standard and did stuff like wave tracing. Killzone game audio is among the best you can get. Killzone Shadow Fall uses the whole Ram of a Xbox 360 just for audio (DF tech analysis).

With the new generation the bar will be raised and we get more CPU-intensive audio, which is not a problem for the platform PC. There's the technical potential and then there's the designer's talent. All the horsepower is useless if the designer is mediocre. See plenty of movies, blockbusters as well.

Middleware like fmod, miles etc...could start working with binaural algorithms, FIR filters, HRTF measurements to offer something for the headphone craze so ingame headphone modes behave like CMSS-3D and better. Then we don't need DHP, SBX etc.. anymore.

 

Agreed.

 

Now that both next-gen consoles — the PS4 and Xbox One has a dedicated audio processor in them, it should be the stop for developers saying "we're too CPU bound, we don't have enough memory, there's no extra resource" excuses put into the bin.

 

I look forward to seeing better audio quality not only on positional accuracy and other sorts of HRTF/VSS tech involved, but as a whole because this department has remained stagnant for a very, very long time.

Such a shame too when there are so many games that actually put so much effort into creating amazing audio scores, but gets unrecognized in the long run.

post #15207 of 37393
Quote:
Originally Posted by xEzio View Post

I can't decide between the DT990 Pro or the AKG K702.

 

What do you guys think? Will be on a budget setup for now.

What source(s) will you be plugging the headphones into?

post #15208 of 37393
I haven't found one yet. Mind recommending me some? @PurpleAngel
Edited by xEzio - 7/17/13 at 12:26pm
post #15209 of 37393

hey MLE, when will you've finished your X1 review?

post #15210 of 37393
Quote:
Originally Posted by xEzio View Post

I haven't found one yet. Mind recommending me some?
How much do you want to spend total? Are you using a PC or console?
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