Oh! I just realized something!
Since Sennheiser spun off their entire gaming division and EPOS Audio is a whole different company (and their partnership has basically ended, amicably), I can finally talk about PC gaming soundcards and DSPs again!
For 7.1 Surround, easiest to āplaceā sounds and sometimes trick me into thinking something is happening IRL instead of the game, in my experience:
Yamahaās āSilent Cinemaā < NX Waves < Dolby Headphone <= CMSS3D <SBX <GSX1000 <Smyth Realiserās default (uncalibrated) HRTF.
I honestly feel the GSX1000 makes a strong showing in surround realism, though YouTube videos sometimes sound weirder and echoey compared to in-game, and while itās perfect with a Game One/PC37X (almost like its made for it, hmmmmm!) and great with an HD 599 or HD 58X Jubilee, a harder to drive headphone like the HD 650 or a T50RP is going to suffer from the limits of a USB powered device... but itās a clean enough headphone output for double amping!
I would really like to try Creativeās new Super X-Fi stuff... one thing Iāve learned is that how close or far your head and ears are from the generic āheadā used in most Spacial Audio DSPs can make or break the Spacial illusion, and Super X-Fi allows some degree of customization using photos and an app.
For
7.1 Surround with Headtracking... thatās a different story! Seems to be a major boon for a āVR-likeā experience without motion sickness, even looking at a stationary screen all the minute ātremblesā of your head and natural inclination to cock your head occasionally really helps ārecalibrateā your brainās sense of position. Think about it... with speakers, there is a bit of a crossfeed effect to both of your ears (which any spacial processing provides), and your head occludes and filters the sound a bit (HRTF, also should be included in any spacial audio processing), but also weāre free to slouch and lean and shift our position in our seat, changing our relative position to the speakers, and head-tracking is one of the last major ingredients in recreating that āspeaker likeā sound.
I think the NX Waves starts to pull ahead of the static spacial audio solutions when it comes to placing a sound as coming from a certain direction... but it loses some points because it still is a bit smeared and distance is a bit less natural. NX Waves is DEFINITELY helped by entering your head width, and the headtracking of motion, but it just doesnāt quite have the same level of performance and clarity as the others.
Hands down, the Smyth Realiser is the treasure of my collection. Head tracking, accurate customization based on microphones listening inside your ears (only needed during setup... but setup is a pretty involved process), a powerful processor dedicated to running their sophisticated algorithm, compatible with pretty much any computer or game console with USB or HDMI... it was always the best of show and a must-demo when Smyth was at a CanJam or other trade show. Itās amazing not only because of the peerless positional imaging, but also because of its ability to transform extremely transparent headphones (like a Stax or HD 800) to sound indistinguishable from the speakers you calibrated from. Once you get used to it, the only difference from a perfect Dolby Atmos or Ambisonics speaker setup is the lack of air pressure against your chest and skin... but hook up a subwoofer, and you can be transported to the AIX Recording Studio in Los Angeles even if you are only in a small bedroom trying to pub-stomp people in the latest shooter
There are a few major caveats though: price and availability. I got in on the Kickstarter Early Bird, but last I read the retail price is $4000. I had to wait four years to get my unit after I paid them, and the last update I got from Smyth (now one year after launch) they have only shipped 255 of the backers orders so far. There are also some smaller caveats as well. The reliance on speaker-standard surround formats like 7.1 LPCM or Dolby Atmos does give it great compatibility, but ultimately itās emulating a 7 or 16 speaker setup without pure a binaural ability for sound to come from any arbitrary angle. Thatās a small complaint, I mean Atmos is pretty good, but itās not quite as much freedom as 3D audio in VR (but VR audio doesnāt customize based on your head shape... ah well!). There is also competitive-breaking lag when gaming with Dolby bitstreaming ā Smyth may be able to fix that some day, but since most games are limited to 7.1 anyway, I just use the LPCM setting from my PS4 Pro (and 7.1 over USB with my PC) and that works fine. ĀÆ\_(ć)_/ĀÆ
Redscape Audioās solution seems to work better than NX Waves, and I enjoyed several auditions at two CanJams (before and after the show was open to the public! Not crowded or noisy!), however I couldnāt actually play games, just listen to music and play videos. The interaction from playing games, the control over direction, usually makes games sound way more āspacialā and ā3Dā to me than watching movies with a spacial DSP (not to mention most movies make hardly any use of rear channels anyway, because they want to focus your attention on the shot shown on screen, while games have constant ambient noise and freedom of perspective), but the headtracking helps somewhat to provide me some interaction with the media (including with some prerecorded gameplay). You canāt take measurements from real speakers, but I believe you could enter the width of your head. I think it has the potential to be almost as good as the Smyth Realiser A16, and far more affordable and obtainable. I donāt know how much performance the software borrows from your PC to run, but Iād gladly trade a bit of shadow quality and resolution for Sonic immersion.
The Future of Spacial Audio looks interesting, but itās a little up in the air. Both Xbox and PlayStation have announced headphone spacial audio support out of the box for their upcoming consoles... but they said that for the PS4 and XBox One as well, with TrueAudio (PS4/AMD) and Sphere Audio (Xbox One), but developers didnāt take advantage of it, and surround audio output was limited to (bottom of the barrel crappy) controller headphone outputs, optical (which got cut from Slim models), and HDMI. Full USB support with 7.1 surround was possible with both consoles, but DSP makers like Astro/Turtle Beach/Platronics and anyone else interested had to pay about a $37 license fee PER UNIT MANUFACTURED... that cost would be passed on to the consumer or taken out of the budget for sound quality, and I just canāt think of a single good product that took advantage of this, including PlayStationās own Gold wireless headsets. Will next gen overcome these limitations??? Maybe... thereās slightly more manufacturer promotion and press coverage about it this time, but weāll have to see if game devs actually use it and we get quality audio components to use with it. I donāt see myself selling my Realiser
Another piece of the future of spacial Audio is in the VR space. By its nature, the audio HAS to be in 3D for VR. And headtracking is assumed. My VR experience is with the PSVR, and though it doesnāt allow for head shape customization, the algorithms arenāt as sophisticated as the Realiser, nor can you upgrade to an external DAC/amp, I still feel my PSVR provides a compelling sound (and visual) experience. I would rank it above the NX Waves with headtracking, even though the PSVR canāt calibrate based on head width. It really gives me hope that at least Sony has the chops to do spacial Audio well, and I imagine the experience with a Vive is even better because maybe you can use it with external DAC/Amp components (can you??). For anyone that canāt use VR due to motion sickness, have hope that headtracking spacial audio might be able to give you that immersion without the nausea!
Hereās to looking forward to the future, and enjoying the now!