A company still updating a game that came out 2 years ago?
I'm impressed.
You wanna know something funny?
Interstellar Marines actually has this and has had this for awhile now. I dunno why it seems technically impressive.
[QUOTE=CryoDragon;47737224]Still updating a [B]Battlefield[/B] game that came out 2 years ago?
I'm impressed.[/QUOTE]
FTFY
This sort of thing and proper 3D sound simulation were actually going places until sound cards died off
[QUOTE=Swilly;47737234]You wanna know something funny?
Interstellar Marines actually has this and has had this for awhile now. I dunno why it seems technically impressive.[/QUOTE]
hl2 has a dsp engine too, it's nothing special really
i might actually try doing this in gmod, wouldn't be too hard
[QUOTE=Giraffen93;47737256]hl2 has a dsp engine too, it's nothing special really
i might actually try doing this in gmod, wouldn't be too hard[/QUOTE]
I think the difference between the dsp, IM and BF4 is that IM and BF4 do it in real time where as I believe that the dsp engine, just like lighting, bakes it in and so if its not there, its not going to do anything.
[QUOTE=Swilly;47737279]I think the difference between the dsp, IM and BF4 is that IM and BF4 do it in real time where as I believe that the dsp engine, just like lighting, bakes it in and so if its not there, its not going to do anything.[/QUOTE]
you can change the dsp in real time to whatever you want for any sound emitted in gmod
[QUOTE=Swilly;47737234]You wanna know something funny?
Interstellar Marines actually has this and has had this for awhile now. I dunno why it seems technically impressive.[/QUOTE]
It probably works differently.
[QUOTE=Swilly;47737234]You wanna know something funny?
Interstellar Marines actually has this and has had this for awhile now. I dunno why it seems technically impressive.[/QUOTE]
I'm actually surprised this wasn't in from the very beginning.
Keep in mind that Frostbite is a very complex engine, so whatever has been done at this speed in it at the moment is impressive solely for that reason
[QUOTE=Giraffen93;47737308]you can change the dsp in real time to whatever you want for any sound emitted in gmod[/QUOTE]
Didn't know that. Sweet.
[editline]16th May 2015[/editline]
[QUOTE=NitronikALT;47737349]I'm actually surprised this wasn't in from the very beginning.
Keep in mind that Frostbite is a very complex engine, so whatever has been done at this speed in it at the moment is impressive solely for that reason[/QUOTE]
I understand that but they really shouldn't tout it as anything revolutionary, PCGamesN that is. Since its been in FPS games since forever.
The data visualization in that video looks great, even though it's just dev graphics. Looks like something you'd see in a better Watch_dogs or a cyberpunk shooter.
I'm interested to see more audio development in games. A game with good surround sound is eargasmic. Or perhaps even games with [URL="https://www.youtube.com/watch?v=3FwDa7TWHHc"]binaural audio[/URL]
Damn cool. I know the technology has been around for a good long time but it still seems like hardly any games bother to use it.
[QUOTE=JeanLuc761;47738427]Damn cool. I know the technology has been around for a good long time but it still seems like hardly any games bother to use it.[/QUOTE]
These days games usually have worse sound, which is a damn shame. You can blame MS and console development for the most part.
You'd think with how much cheaper computing has gotten over the last ten years that we would have much better motherboard integrated sound cards, so that everyone would benefit from much better sound quality and features. Instead onboard sound tends to be just good enough.
[QUOTE=darth-veger;47737832]I'm interested to see more audio development in games. A game with good surround sound is eargasmic. Or perhaps even games with [URL="https://www.youtube.com/watch?v=3FwDa7TWHHc"]binaural audio[/URL][/QUOTE]
Development of binaural audio is going to get a kick in the butt with VR gaming. Oculus already licensed tech for it to be used with their consumer head-mounted display. It really adds to the experience.
[editline]17th May 2015[/editline]
[quote]It’s pretty simple in the end: sounds are modified to reflect different effects caused by objects and different materials. However, I’m sure the tech behind the system is far from simple.[/quote]
Actually it's not that hard. "If ray to listener is obstructed, apply low pass EQ filter", says as much in the video description. It's far from a complex simulation of how obstructed audio really sounds though.
[QUOTE=Swilly;47737412]Didn't know that. Sweet.[/QUOTE]
[media]https://www.youtube.com/watch?v=xCDEPRHVeac[/media]
Didn't even have to do any coding, it's already in HL2 apparently.
Did some DSP changes anyway, but it sounds too extreme really.
MS basically forced all audio processing to be done on CPU with Vista onwards, killing DirectSound3D at the same time - you could use OpenAL to bypass the software audio subsystem but very few game developers did.
So instead of Creative's EAX system that did full geometry calculation on dedicated hardware (amongst other things) we get a dsp filter applied when a single raytrace hits an object, calculated on the CPU.
I wonder where we'd be if Creative never sued and bought out Aureal A3D
[media]http://www.youtube.com/watch?v=-oSlbyLAksM[/media]
This is a 17 year old demo and it sounds better than games today. Wasted technology
Holy fucking shit I heard that thing behind me and I'm just sitting in front of a shitty 2 speaker set up
[QUOTE=I_love_garrysmod;47739940]I wonder where we'd be if Creative never sued and bought out Aureal A3D
[media]http://www.youtube.com/watch?v=-oSlbyLAksM[/media]
This is a 17 year old demo and it sounds better than games today. Wasted technology[/QUOTE]
this is INSANE for people with open-headphones
[QUOTE=I_love_garrysmod;47739940]I wonder where we'd be if Creative never sued and bought out Aureal A3D
[media]http://www.youtube.com/watch?v=-oSlbyLAksM[/media]
This is a 17 year old demo and it sounds better than games today. Wasted technology[/QUOTE]
For those who don't know. Creative was the premiere and best audio software company, however they began to lock away features behind not a pay wall, but just for the hell of it.
A developer found these features and built his own drivers around this. Things go to shit after that.
The shitty thing is that drivers like Realtek HD have the [I]capability[/I] to do different sound environments on their cards but they haven't built anything to really help that with games so it just sits there as a lil doodad to play with.
[QUOTE=J!NX;47740520]this is INSANE for people with open-headphones[/QUOTE]
Was about to say this too. Open headphones makes things so much better, even in games that don't have fancy audio systems.
[QUOTE=CryoDragon;47737224]A company still updating a game that came out 2 years ago?
I'm impressed.[/QUOTE]
Its not the same branch of the company though. BF4 has been taken over by DICE LA, it was made by DICE's main studio in Stockholm.
DICE LA is made up of former Danger Close developers, who made the last 2 Medal of Honour games.
[url]http://en.wikipedia.org/wiki/DICE_(company)#EA.27s_acquisition[/url]
I really hope the VR craze will make people care about binaural audio again
[QUOTE=Swilly;47743153]The shitty thing is that drivers like Realtek HD have the [I]capability[/I] to do different sound environments on their cards but they haven't built anything to really help that with games so it just sits there as a lil doodad to play with.[/QUOTE]
It's not the same thing. It's just a dsp filter applied as a global audio effect to all sound output after all other processing.
[url]http://en.wikipedia.org/wiki/Technical_features_new_to_Windows_Vista#Audio_stack_architecture[/url]
[QUOTE=subenji99;47743641]It's not the same thing. It's just a dsp filter applied as a global audio effect to all sound output after all other processing.
[url]http://en.wikipedia.org/wiki/Technical_features_new_to_Windows_Vista#Audio_stack_architecture[/url][/QUOTE]
Welp, fuck.
I guess we're never getting anything like that again unless Creative stop being dicks.
Sorry, you need to Log In to post a reply to this thread.