thuNDa
100+ Head-Fier
- Joined
- Apr 29, 2016
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He uses SBX set to 33% for some reason.
Yes, because it feels to me as close as possible to CMSS-3D, positionalwise.
I did a lot of testing/measurement when I got my card:
33% is the point at which the channels are most distinct with SBX Pro Studio Surround.
Higher than that starts to blend the channels together more to create a more cohesive ring of sound, reducing some of the directionality and increasing the reverb.
What you prefer probably depends on what you're using it for (music/movies/games) and the headphones you use. Even if you prefer to use something other than 33%, I wouldn't recommend going above 67%.
And if you're sending the audio to an external amp or DAC, keep the volume at or below 70%.
70% is the point at which you can send it 6 channels of 0 dBFS tones without the headphone mix clipping or being compressed.
I think it does some sort of dynamic range compression to prevent clipping, but I did not really investigate it.
Before i read this, i used 30% by feel, but i absolutly hated the L/R panning from 67% and higher, and i trust this guy based on the thing he wrote about clipping with surround enabled.
I'm not particularly impressed with Atmos. Sound separation was lacking. The 'lack' of processing is a double edged sword in that yes, it may sound clean, but it also can end up a bit stereo-esque with a lack of the depth that makes discerning location and distance harder..
Also, I dunno why, but Thunda's SBX vids don't exactly match up with what I hear from, the X7 in my own testing.
Dolby Atmos sounds good, don't get me wrong. Just not better than SBX and DH in terms of surround effect.
If you mean, that you don't get the same results when setting it to 33%, then it might be, that they did the same to the X7 surround, what they did to the G5(which i sent back btw, due to how they messed with the surround, soundquality was great tho
As i see it, they used Dolby Atmos in this game only to process multichannel for headphones, and did all the stuff like height cues, occlusion ect. in the (Wwise) soundengine itself.
So it could have been like back in the day with OpenAL, and 128 voices processed separatly to HRTF, but i doubt it, because it seems to be a last minute update, to implement Dolby Atmos.