For VR, an upgraded Aureal Vortex sound card would be nice. I remember playing Unreal Tournament with positional audio, it was amazing!
Positional audio is baked into game engines and even APIs now, so no real need for a dedicated sound processor for that.
Pretty sure Oculus (and I know its been said by quite a few) said that positional audio is very important to getting VR right (and hence why they felt it was an absolute need to include ok quality headphones on the Rift, even if they knew most of the people willing to put money down on it would likely already or also spend money on even better audio, they wanted developers to make it a point to work on).
If you're a pro doing sound recording/producing for records or movies or whatever, then you definitely need a discreet card.
For all other purposes, you don't need one. Mainstream Mobos, even under 100 bucks, come with very capable 7.1 chips on them. If you need anything more than that for games, then you are deluding yourself into thinking you need to spend more money for no reason whatsoever. I mean, it's totally fine if you want to do that, just don't try to convince anyone with common sense that you are gaining any benefit from games with your discreet SoundBlaster....or whoever makes them now.
I last put one in a machine, c. 2003.
You'll need more than a card for that. I don't know if anyone even makes internal pro level cards any more since its such a niche market and you'll have to do breakout boxes for the interfaces anyway so it just makes sense to get it outside the PC case (which brings benefits). I think a lot of the processing/mixing is handled in software now though, and so a lot of the mixers and things is more about the quality of the DACs/ADCs and interfaces (like USB, plus the physical connectors that you're connecting equipment with, and also the buttons/sliders/knobs). We're at the point where the synthesizers, mixers, MIDI sounds, etc aren't limited by the processors in your equipment. Of course plenty of people do seek out synths and things, but its not a need for even good production and is more about other factors (much like how we absolutely have trounced vinyl in fidelity but people still enjoy it for various things).
For games, you don't need an actual sound processor at all any more, as game audio is pretty much all software. You just need something that handles the input/output. If you want more features (simulated surround modes, etc) that's possible (but even integrated audio features plenty of those features so a dedicated card isn't necessary). I don't even think having a dedicated card even improves performance (as in framerates in the game, not fidelity) any more.
One aspect that sound cards have a leg up on DACs is that DACs generally are one sided and just receive input. So if you want to manage your microphone input (like if you stream or do podcasts), but even then integrated has those features, and if you want quality you're better off separating things. You can get ok quality USB mics for instance.
It is not all about gaming with games that use software audio positioning, it is about sound quality and extra features that come with these cards.
we've had this conversation before, several times .. it always ends in a -storm between people who say dedicated sounds better (and also throwing in a ton of technical reasons most of which are wrong and some which are right yet irrelevant) and people who understand audio. the correct answer is: use it if it makes you feel better.
Dedicated is almost always better. Integrated is often good enough, but objectively you'll almost in absolution get better sound from dedicated. I'm not really sure what technical reasons they'd be wrong about? You're right that because audio on computers is now pretty much all software driven (even the stuff that Creative does is software, they just write it for certain hardware to handle the processing, but pretty much no games really make use of specific hardware processing any more like back when games would have to do licensing deals to use EAX and stuff, which of course generally required certain Creative cards), so the sound processing aspect of a card is largely irrelevant. But the DAC and analog output makes a difference.
Another thing to keep in mind is most of the specs touted, are basically the max tested specs of the chip (so like a DAC, the SNR, channel separation, etc), but the implementation makes a lot of difference so you'll likely not reach those levels. I don't know of any great source for real comprehensive testing and comparison (quite a few places have done some limited testing).
And sure there's still some preferences (its not unheard of for people to prefer an objectively lower fidelity sound for different reasons, i.e. the way it distorts sounds good to them).
Question: The HD 598s can be had for $150 versus $320 for the HD600s and $315 for the HD650s. What is the "sound quality" difference in these earphones assuming they are being run with decent equipment? Would one be better served getting the cheaper 598s and spending $150 on a decent DAC/amp or would you get better sound quality from the 600s and using the amp from a Xonar sound card? I understand that a lot of this is subjective but if you could use something like percentages to quantify, like you did with the price difference, that would be very helpful. Thanks.
The 600s are in a league above the 598s. You should see if Massdrop is going to do another Sennheiser version, they had I believe an HD-650 for like $250 not too long ago (and it seems like those do well enough that they often do more runs, I think AKG has had a version of the K70x line on there several times already).
If you already have the Xonar, then I'd definitely say the 600s or 650s, as ASUS was putting an amplifier (its that T.I. chip, but its pretty decent) on their cards and it seemed to be thought to be a good fit with the 6xx Sennheisers. A $150 DAC/amp is going to be compromised in some manner and won't absolutely trump the Xonar (whilst likely using similar level of chips). There might be other reasons (if you want a volume knob you can physically control for instance), but you'll get a bigger upgrade from the better headphones than from the lower ones and low end DAC/amp.
That's not to say lowend DAC/amps are junk, there's plenty of decent ones. I just don't think you're likely to exceed the Xonar by enough. Maybe, somes of Schitt's stuff (and I think there's some others that could compete) that could be noticeably better and not too expensive. Unfortunately sometimes you can buy new gear and like its not as much. So generally, I say focus on the speakers, see how it sounds, and then (unless it specifically is not going to sound appealing, like if you bought something that has lots of bass but don't like bass, or something) improve from there with equipment that should work well with it (so like an amp that's suited for handling that load).
Oh and if you don't have the Xonar already, I'd still say go for the higher end headphones. And then save up and buy someone's used DAC/amp.
I'm currently using the onboard. I've always used a SoundBlaster in my rig until a couple of years ago when I went through two of them within a couple of months. I'm sure I just got a bad run of them. I haven't upgraded to the newer SoundBlasters yet as I just haven't sat down to look at what I really wanted. It does feel odd not to have a SoundBlaster something or another in my machine though. I was such a fanboy of them in the 90s. It's a bit depressing to see how far they've fallen, as at one point you said sound for a computer and it was a SoundBlaster (or a really sad knock off that claimed to be 100% SoundBlaster compatible). I really thought when they started doing nvidia based video cards they were going to expand into a much larger company.
That's actually not a bad thing though. Creative were dicks and made gaming audio worse by dominating it and then litigating a company that actually was innovating out of business and then using patents to keep game companies from doing their own (see the Doom 3 situation where id/Carmack wrote their own positional audio but Creative had patents that basically forced id to license with Creative or delay the game to remove it). Some of the blame might should fall on Microsoft for that situation being like that in the first place, but at least they eventually changed it and effectively smashed Creative's stranglehold (starting with Vista). Funny thing is, Creative actually kinda still has a lot of power as they basically control OpenAL, which I believe is pretty widely used in games (doesn't seem to be that prevalent, its in some big name games, but not that many of the past few years unless they just haven't been updating them; I wonder if Creative making it proprietary had something to do with that...).
Didn't Creative used to have their own graphics processor? This was in like the 90s, back when there was the whole mess of different cards (before Nvidia and AMD basically won out with their 3D GPUs). Maybe they just had versions using other companies's chips, but it was before they made Nvidia cards (which I don't think ever got off the ground, can't recall why, wonder if Nvidia touting using GPUs to do 3D audio processing was part of that), so that was actually like them giving up on their own to hock one of their competitors wares. They were aimed at the pro market (like CAD stuff, but again, I think this was back in the mess of Glide/OpenGL/etc days).
Guess it wasn't that long ago (but Creative bought them in 2002, so maybe I'm thinking more about them from the 90s)
https://en.wikipedia.org/wiki/3Dlabs
Sound cards were obviously a necessity back in the days of early computing but in recent years with the technology of integrated sound circuits improving , the add in board is less an improvement. I found that for middle of the road sound quality, the bigger improvement came not from an improved dac but better speakers/headphones. I went from a sound blaster to on-board without a twitch but had my personal safe space exploded by a set of 2.1 high end speakers.
Yeah, its kinda like how we went from having 256 colors to now we're talking about 10-bit colorspaces, where we've been at a "good enough" baseline for a while, and there have been steady advances in quality since. DAC chips across the board are solid enough (that the implementation, namely the power regulation and analog parts) matter basically more than the chip you use. But its also quite easy to do a solid implementation.
That was the same for me. I dabbled in headphones but was kinda locked into a "I can't fathom spending that much on higher end ones" for years so mostly just tried out a bunch of mid-fi ones, and then on a whim bought a higher end pair and plugged it right into the headphone jack on a mid-2000s Dell laptop and was blown away. Some of that has been tempered with time (I think there's headphones selling at what those mid-fi ones used to that beat the high end ones that blew me away at the time), but in my experience that's the way to go is figure out the speakers then work back from there. I would throw in the caveat to try as much different ones as you can, and also if possible try to get a taste of "proper" setups for them as it will give you an idea of if the cost of getting them there is worth the sound or not.