Kel Ghu
100+ Head-Fier
- Joined
- Dec 23, 2007
- Posts
- 214
- Likes
- 22
Quote:
You are probably amongst the few that still play older games. To me, hardware acceleration really only matters in FPS, that's where sound processing can flex its muscles. But why play BF2 over BF3? Graphics and gameplay still prevail over sound. The last older games I've played in the past few years was Colonization and Day of the Tentacle. But here it was not hardware acceleration that I was missing, but a Roland MT-32!
I am pretty sure a proper OpenAL software implementation can be done. Games barely use the power of more than 2 full cores. With most gamers having quad, there's power left for sound processing. But that's not the problem. The problem is that devs don't support OpenAL anymore and no one really knows the reasons...
Let's hope DirectSound3D will be making its way back with a new release of DirectX for Windows 8. It's our only hope. Or make OpenAL somehow attractive again.
Am I seriously the last person on Head-Fi who still plays older PC games? Just because future games don't use hardware acceleration doesn't mean it retroactively changes how those older games handle audio...but believe me, if there were any sort of software OpenAL implementation that could function as perfectly as a real X-Fi card could, I wouldn't be tying myself so tightly to the Titanium HD.
Too bad Creative of all companies can't even get a software OpenAL implementation right.
You are probably amongst the few that still play older games. To me, hardware acceleration really only matters in FPS, that's where sound processing can flex its muscles. But why play BF2 over BF3? Graphics and gameplay still prevail over sound. The last older games I've played in the past few years was Colonization and Day of the Tentacle. But here it was not hardware acceleration that I was missing, but a Roland MT-32!
I am pretty sure a proper OpenAL software implementation can be done. Games barely use the power of more than 2 full cores. With most gamers having quad, there's power left for sound processing. But that's not the problem. The problem is that devs don't support OpenAL anymore and no one really knows the reasons...
Let's hope DirectSound3D will be making its way back with a new release of DirectX for Windows 8. It's our only hope. Or make OpenAL somehow attractive again.