CoD4:MW Remaster? PC version or go home, Infinity Ward, and if you actually do go through with that, keep the leaning, mods and dedicated servers. We don't need a repeat of the Modern Warfare 2 fiasco.
Then again, all I really want out of CoD right now is to find all the other BLOPS3 PC players who are willing to get together for some Shadows of Evil runs. Might add the other maps to that once the Season Pass isn't so obscenely overpriced.
This Tech that you did post on your first video was something like sbx-cmss-dolby headphone etc etc...am i right?
Some tech for the sound for vr...And now i am asking if its possible to put this "RealSpace 3D Audio" on a pc(not for vr for normal fps games) and have the advantage of it rather than having sbx-cmss..:/
I've just had a brief glimpse at their website. I think I was right and
it needs to be added by the game developer. If you'd like to read more details, check out their site
http://realspace3daudio.com/
As I said, I really don't know anything about it. It was just a cool demo that I thought people might find interesting.
See, that's the problem: getting developers to actually care enough to implement this kind of sound mix into their games, even non-VR ones. It seems like only Blizzard cared enough with Overwatch and its implementation of Dolby Atmos for headphones directly in the game engine's software sound mixer.
I should point out that older PC games sounding great on headphones was more of a convenient coincidence than deliberate design. DirectSound3D (and later OpenAL) was just a means of exposing the sound objects in games to the sound card's driver so it could decide where and how to play back those sounds, much the same as Dolby Atmos does for movies today. The quality of your final mix ultimately depended on what your sound card's capable of, relieving the developer of that burden.
Nowadays, though, developers have to actually think that maybe not everyone prefers a surround speaker setup for gaming, and as such make a headphone audio mix that actually handles positioning well. It's not easy, and it could actually sound worse than the usual virtual speaker surround mixes if done wrongly - much like trying to put DX12 or Vulkan in the hands of an inexperienced graphics programmer and expecting them to immediately take advantage of the lower CPU overhead instead of banging their head against the wall just trying to make their code work. Most won't even bother with it.
I'm just glad that the second coming of VR is making developers take it seriously again, even if it has far-reaching benefits outside of VR too. Why not just slip one of these new audio plugins right into the game, even if it's not a VR title? Some are even free to use like Oculus Audio, and many of them just plug right into existing FMOD and Wwise implementations on current game engines. They just have to be willing to spend the development time to do so.