It will be more widely supported as Realtek is implementing the same Tensilica IP.True audio has far fewer people that can actually run it.
All TrueAudio does in Thief is offload the already existing convolution reverb to the GPU. So AFAIK, it's not improving anything outside of performance.I know about thief's Trueaudio support . But its said to be not a proper implementation. Also it had low scores from game reviews.
I would assume because gamers as a whole don't really care about sound. It's part of the reason games no longer use EAX or any form of hardware audio processing, software has gotten to a point where it's "good enough" for 99% of gamers.I dont understand why AMD doesn't give enough support to it as they do with mantle. DSP adds a lot to the atmosphere of the game.
I just looked up a YouTube video, and it looks like they do change the reverb a bit for the hardware versionTrueAudio in Thief is a completely different algorithm, and unfortunately it sounds like absolute garbage. They just slapped a convolution reverb on everything that's turned to 11 at all times. It's like the whole world is in a cathedral... I have a 290 and I turn it off on purpose. Which is disappointing because I'm very much looking forward to improved sound.
I just looked up a YouTube video, and it looks like they do change the reverb a bit for the hardware version
The convolution reverb Thief uses is part of the middleware API and not TrueAudio, it existed before TrueAudio came along actually. It seems however that when you switch it over to hardware mode, the dev's cranked up it's volume (or gimped the software version). There is no technical reason in Thief's implementation of TrueAudio that should make the convolution reverb change the sound drastically from the software mode like it is, so I'd say they were trying to make TrueAudio a bit showy and went overboard.
https://www.youtube.com/watch?v=jpcfppVazi0
The video I linked it seems non existent like you said, another video it just seemed quieter than the TrueAudio version, so maybe that was after a patch?Software setting is/was bugged, it didn't do anything. Not sure if it's been fixed.
I just looked up a YouTube video, and it looks like they do change the reverb a bit for the hardware version
The convolution reverb Thief uses is part of the middleware API and not TrueAudio, it existed before TrueAudio came along actually. It seems however that when you switch it over to hardware mode, the dev's cranked up it's volume (or gimped the software version). There is no technical reason in Thief's implementation of TrueAudio that should make the convolution reverb change the sound drastically from the software mode like it is, so I'd say they were trying to make TrueAudio a bit showy and went overboard.
https://www.youtube.com/watch?v=jpcfppVazi0
I would assume because gamers as a whole don't really care about sound. It's part of the reason games no longer use EAX or any form of hardware audio processing, software has gotten to a point where it's "good enough" for 99% of gamers.
Studios develop all of their games as console lead these days and we get the port of whatever audio API they used, so I don't think what Creative or Windows did makes any difference today.I disagree... the original Half Life when it was released with Aureal A3D 2.0 (wavetracing) support was amazing and unfortunately the state of 3D audio has regressed since then. Part of the reason is due to Creative Labs suing Aureal into oblivion, then acquiring Aureal's assets and doing nothing with them.
The other reason has to do with Microsoft completely rewriting the audio stack starting with Windows Vista, which prevented developers from directly accessing audio hardware in the API. The new audio stack combined with Creative Labs' incompetency (even their drivers are terrible) led to a dramatic decline in the state of 3D audio.
It's a shame too, because proper 3D Audio really does dramatically improve the FPS experience.
Studios develop all of their games as console lead these days and we get the port of whatever audio API they used, so I don't think what Creative or Windows did makes any difference today.
Because devs know that what you can do with trueaudio you can already do in software so not a huge deal. Trueaudio would be nice if we all ran dual core CPUs under 2ghz.
Apparently the PS4 has the same TrueAudio DSP, so there's some hope there at least.
Here's to hoping!
So far it seems the only games to really make the sound a priority (the new Killzone seems like it does though not very explicitly) are PS4 exclusives. I imagine most cross platform devs will program to whichever audio API is the lowest common denominator between Xbone/PS4/PC which surprisingly for once will likely be non-TrueAudio PCs. Hopefully though if the end up allowing the PS4 exclusives to get ported over eventually they drag the DSP code with it and port it to TrueAudio
Yeah, the new Killzone has some very simplistic ray tracing, if I recall correctly it uses ray projections from the players gun only. I would think if they were using the DSP they could beef up the ray count and include other sounds, so I'm not really sure why it's so limited, but at least it's something "new".Here's to hoping!
So far it seems the only games to really make the sound a priority (the new Killzone seems like it does though not very explicitly) are PS4 exclusives.
They don't have to, AMD teamed up with a couple popular API dev's that are already widely used in software mode. That's why Thief has a software mode for it's convolution reverb, the API is handling it as it always would, while the hardware mode offloads the processing to the DSP chip. From what I have read the API uses some impulse responses from AudioEase, and likely many of their own. It can be a relatively expensive and time consuming effort and requires an expert to get proper results, so I'd be surprised if EM had any involvement with the recordings.I think AMD needs to develop some libraries that devs can use to add Trueaudio to their games. pre programmed environments. I think expecting devs to program their own environments is a losing effort.
They don't have to, AMD teamed up with a couple popular API dev's that are already widely used in software mode. That's why Thief has a software mode for it's convolution reverb, the API is handling it as it always would, while the hardware mode offloads the processing to the DSP chip. From what I have read the API uses some impulse responses from AudioEase, and likely many of their own. It can be a relatively expensive and time consuming effort and requires an expert to get proper results, so I'd be surprised if EM had any involvement with the recordings.