cut...
Even though I realized the limitations of binaural after going through quite a few recordings and demos (i.e. little to no extra front-back depth, well maybe less front), I still think it can add a lot to some recordings, even those that are already musically great (like Ottmar Liebert's, the somewhat gimmicky walk-around notwithstanding, or live recordings like yours). And I think that makes it still worthwhile even if perhaps strictly technically there's no particular quality increase...
Just a quick word on front-to-back confusions as related to binaural...
Front-to-back issues seem to get addressed a lot for binaural, but in truth, front-to-back confusions are well known, and happen not only with stereo recordings, but also in real life. This comes down to what is known as the "Cone of Confusion" (Gefland, et al), and in truth, this cone of ambiguity - picture a road-hazard cone projecting outward from each of your ears - is inherent in the Human hearing mechanism. This isn't just my opinion, but the opinions of a lot of people who are considerably more knowledgeable than me when it comes to a thorough working knowledge of the human hearing mechanism (I know more than some, but certainly some know more than I). I've even done experiments with simple noise sources rotated around a stereo pair of mics, and yet, when people listen and I ask them "what's going on in this recording?", overwhelmingly I am told that it sounds like the source is a pendulum - even if I actually rotated it around the stereo mic pair as I recorded. Without the visual cortex handshaking with the auditory context, the cone of confusion is sure to reign. Why do you think that we, as humans, turn our heads when we are unsure of the location of a sound? Doing so forces source-to-ear path length differences, and allows us to resolve direction. When this fails, the brain re-focuses effort on the visual cortex; once we locate a the source of a sound, then our ears sort of handshake with our eyes, and the cognitive dissonance issue is resolved.
I think a lot of people ascribe the cone of confusion issue as being unique to binaural, because too many people who were not well-versed in the math behind it over-sold binaural as the be-all and end-all in realism, just as I would suggest was the case when stereo was 'new' and being 'sold' to a crowd more familiar with monaural content.So when binaural failed to resolve the front-to-back confusion issue, many derided it as trickery - and the parlor trick variety (the struck match, the virtual haircut etc) didn't help to establish it as what it is - a potentially more realistic approach than other approaches. Again, binaural does not resolve these front to back confusion issues, but no approach does.
It's unfortunate really, because the cone of confusion (Gefland's treatment on the subject is regarded as a sort of touchstone on the subject, and I recommend those who are interested to seek out his work) cannot be remedied by any playback scheme - whether the stimulus is mono, stereo, binaural, ambisonics, or n.1. All of those play a role in how the sound field is created relative to a Human's ears, but they cannot un-do what all those years of Human evolution.
I made mention of this in the Percpetual Audio forum - there's a post by a Graduate Student (who is also a group member) by a gentleman whose name is Kaushik Sunder about front-to-back confusions, and I urge those who want to know more about the cone of confusion, front-to-back confusions, Minimum Auditory Angle (MAA) and so on to web search the subject matter. I will say this much - the threads on the subject within the Perceptual Audio forum have some contributions by some true experts on the subject.
Head-tracking is a field that is related to the cone of confusion and the MAA, and it has some very real potential in terms of realism - perfect for gaming in particular. One thing about which I am not sure is this: If you could have that (as you turn your head, having it match), would you want that? Would you want it with stereo?
See... to my way of thinking, one thing that I really like about headphones is the fact that regardless of how I turn my head, or what room in which I find myself, the sonic image is stable - i quite literally do not want what I hear to be a function of how I turn my head. This applies to monaural, stereo, binaural, or hybrid content; when I am listening to music, it's more about enjoying the aesthetics, and I tend to check my analytical pursuits at the door.
As a VR experience, yes, I love the idea of the spatial impulse response matching my actual location in the 'virtual' space, but quite honestly, one of the things I like least about speaker-based playback is how much the room acoustics, volume, and my location in that room influence what I hear. Ethan Winer has some nice posts of this very subject (the importance of location, phase, modal density, and so on), so I won't rehash them, but they are worth seeking out on the web as well. Again, the great 'power' of headphones - and I suspect why most of us are here - is that they allow us much, much greater control over the sonic renderings that we all enjoy.
Thanks,
Mark (immersifi)