StudioSound
100+ Head-Fier
- Joined
- Nov 24, 2012
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The G5 has a better amp as far as I can tell and since it's targeted towards consoles it should be doing all processing onboard? But for console users it also doesn't support Dolby surround like the Mixamp does? (It was in a review I read).
I think the difference is that the E5 is an iOS/Android-certified USB device while the G5 is certified to work with consoles via USB.
It only appears as a stereo device to them via USB however, and does not have dolby digital decoding, so there's no way for the consoles to send it a 5.1 signal.
Apparently Creative are planning to add DD decoding, which would then let it accept a (compressed) 5.1 signal from the console and apply SBX Surround, but I'd never buy a product based on something that may or may not happen.
I have no idea how the Astro Mixamp compares. It has USB support, but I don't know if it appears to the PC as a 2.0, 5.1, or 7.1 device.
So long as it appears as a 5.1/7.1 device, you will be able to get lossless audio.
I haven't heard many positive things about its audio quality however, and I don't particularly like how Dolby Headphone processing sounds.
While it is arguably somewhat better than SBX for absolute positioning, DH adds reverb which makes everything sound like you're inside an empty room - even outdoor environments.
Same thing goes for the Omni, I have no idea what that appears to the system as. I'd assume a 5.1 device.
There's also the Sound BlasterX G1 (new?) which is a very basic, but also inexpensive device if you just want to plug in a 4-pole headset. (or presumably headphone/mic via a splitter)
Neither of these devices appear to use one of Creative's DSP chips, so I'm guessing they are just basic USB audio devices and SBX is processed on the CPU instead of in the device.
The CPU requirements of this are probably minimal these days, but I suspect that it will have a negative effect on latency.
Hmm, I assume by 4-pole you mean an 1/8in for headphone and mic setup. 4-pole makes me think of switches...
Yes, it supports the in-line microphones that most new headphones (or after-market cables for headphones with replaceable cables) seem to have.
With the way things are set up, it would be very convenient for me to do that. I have USB access at my desk but if I'm running an analog mic connection to the PC that would have to be a 15ft cable.
Quote:
Ok, I was about set on the G5 when I read another review on Head-fi saying that the Omni is the same thing to a PC user for less. But then I remembered something important. The issue with the VR is the max latency time of 22ms, but it's prefered to be under 11ms.
All of the USB feed audio devices are around 21.7ms per: www.presonus.com/community/Learn/The-Truth-About-Digital-Audio-Latency
If that's true then only the Sound Blaster Z will work for all of the applications that I want to use it for... It looks like the choice was made for me, as VR is the most important aspect to 3D audio for me moving into the future.
**Edit
Ahh! I just remembered that the 1/8" on the HTC goes to a USB passthrough... So... where does that audio come from. Hmm, I remember them saying that they had to by-pass the OS to get frame times lowered, but that's for the HDMI video...audio HDMI, that's probably where it comes in at.
Most (all?) VR games will have a sound engine designed for VR - which means proper binaural headphone audio.
Sound cards will be for new non-VR games that don't offer good headphone audio, or the majority of games created up to this point.
What you need really depends on what you're going to be playing. The farther back you go with the games you play, the more important a sound card becomes.
They're not unnecessary (at least not yet) but things like VR's push for headphone-optimized audio will perhaps either see a new generation of hardware to support it, or (more likely) see a push for audio running on the GPU to do raytraced audio. (something NVIDIA have announced for their new 1000-series GPUs)
But again, that's something the games will have to support. It won't be universal like Creative's 5.1/7.1 input --> Headphone output processing.