Glad to see you got a better understanding of it
I definitely agree that Creative should push to get some of their tech available on 3rd party products, which is something they seem to be a bit unwilling to do so at the present time. And with their expertise regarding OpenAL, they could make a significant wave on all gaming, for as developers picked up on OpenAL for their games (which is fully portable for consoles), then the entire gaming ecossystem could benefit from it, up to the point where even onboard audio chips would have better gaming audio (fully rendered through software, but that's beyond the point).
CryEngine used FMOD from the ground up, with FMOD Ex having extension compatibility to use hardware audio features, but I seem to recall Crysis series only ran on software, as opposed to games like Bioshock and World of Warcraft, that do have full hardware audio support.
It is also worth noting that NamelessPFG pointed out some time ago that the latest Counter-Strike Global Offensive game can also have improved audio through command tweaking.
About MyEars, I looked at it a few months ago, but trial results didn't seem to impress much, while at the time there was another solution named 4D something (I truly can't recall the complete name) that promised improved and adaptable HRTF filters, but there has been no news since then.
One tech I'd like to see widespread is Rapture3D, an improved OpenAL renderer that is quite customizable (it had at least 10 performance presets, last time I checked) and can replace all generic OpenAL libraries on supporting games.
EDIT: Forgot to add that no game requires any sort of hex editing, it's usually just a matter of switching the OpenAL device used. However, it doesn't always work the same way, as some games can require specific strings regarding installed audio hardware devices. But for the most part, it's a painless process.