valleynomad
Head-Fier
- Joined
- Jan 15, 2013
- Posts
- 82
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- 21
I don't see what good the head tracking will be if you're using a vr headset, since when you turn your head your character turns, thereby changing the position of the audio in the game, removing the need for this. One cool thing the head tracking could be good for is listening to music, turning your head and have the instruments change position in the phones.
Head Tracking in OSSIC X is just another feature that has not been clearly defined. As you have realized, this feature doesn't make sense for the VR application as it will be mainly done by the goggle hardware and the rendering engine that is responsible for both visual and aural rendering. For the game application in which the video is displayed on the monitor instead of goggle, turning the head is out of the question as the monitor is fixed in position.
It seems that the only useful scenario for head tracking in headphones is audio application such as listening music. However, this will entirely depend on the content format i.e. how the immersive audio content was made. The formats of most existing contents don't contain necessary information for listening in multiple head positions. For example, when listening the stereo content with a pair speakers, the soundstage will just simply collapse if the listener turns his/her head in an even small angle off the normal front-facing position. The head tracking function will not be very helpful in such cases. No matter what kind of HRTF is used, the soundstage will be severely distorted by the manipulation with head tracking algorithm One of a few formats with which the headphones head tracking may make sense is Ambisonics. But the audio contents made in Ambisonics is almost non-existent.