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Old 11-08-07, 03:58 AM   #33
ATI_Dude
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Default Re: Blizz removes HW sound acceleration from WoW

Quote:
Originally Posted by AlphaWolf_HK
Are you kidding? Vector functions (e.g. physics) are a lot more computationally taxing than the more common sinusoidal functions (e.g. sound processing) and today's games will throw a hell of a lot more than 128 different interactions at any given time without skipping a beat. If we were talking 1999 this would be a big deal, but with todays CPU's...an analogy of a hot knife going through butter comes to mind.
Nevertheless HRTF processing will reduce performance on a single core processor compared to DSP rendering or multi-core rendering.

Quote:
Originally Posted by AlphaWolf_HK
HRTF is cheesy btw, that will never work anywhere near as well as a true surround setup will. It doesn't matter how much they improve the technology, it is just physically impossible because everybody has a differently shaped head. Unless they invent some kind of optical deep ear canal scanner and figure out how to correctly map the acoustics of everybody's ear lobe.
I disagree. In terms of accurately positioning sound in a 3D space a surround speaker system can never come close to HRTF. It doesn't matter how many speakers you add, a surround speaker set up can never simulate vertical sound positioning in a convincing way. Aureal, Sensaura, Creative and other have tried, but is just doesn't work . This is one of the reasons why HRTF algorithms are preferred by scientists and professionals.

Regarding differently shaped ear lobes, this problem is relatively easy to overcome. Sensaura has invented a tool called "Virtual Ear". It can be used to tweak their HRTF algorithms according to each individual's ear lobe. I'm sure NASA, USAF and similar organizations use similar tools.
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