Originally posted by: AbRASiON
Several things are wrong with this statement:
1) EAX provides for increased ambience in various gaming environments. Your DD receiver will not automatically switch between the different types of rooms specified by EAX. Also, it won't do HRTF's, which are pretty vital for gaming audio. (HRTF's = Head-Related Transfer Functions. Instead of just "this sound is coming from the right, so use right front and right rear speaker and this sound is coming from the front so let's use the right front and left front speaker", it models the way your ears will actually hear the sound, and provides crosstalk cancellation (i.e. it minimizes the amount of the "right channel" your left ear hears, which it's not meant to, and vice versa. The sound you get from the speakers already includes all the information that ear needs to hear, so mixing the speaker output is unnecessary.
but I don't CARE about the pretty sounding cavern sound vs the interesting hall sound (EAX)
crosstalk cancellation be damned- this is dolby digital, read carefully .... six INDEPENDANT channels of audio so directional problems = nil, it's a case of send the signal where it needs to go, you have SIX places to send audio........
Directional problems are NOT nil, for this reason:
Let's reduce, without the loss of generality, the problem to just two speakers. Speaker A is supposed to play sound X that your right ear is supposed to hear. Speaker B is supposed to play sound Y that your left ear is supposed to hear.
Since the speakers are in the same room, your left ear will hear X + f(Y), whereas the right ear will hear Y + f(X). As you can see, this is not optimal.
HRTF's are f'(x) functions, that ensure that your left ear only hears the information intended for it, and your right ear only hears its own information. You have have as many channels of audio as you WANT, but if they're all blasting the sound into both your ears, you lose the pinpoint directionality of sound.
2) DD Quality is a non-phrase. The bitrate for DD is 448kb/sec MAX. Subtract some bandwidth you need for the LFE, and then you have about 400-odd K/sec for FIVE speakers. Roughly the equivalent of 160K/sec stereo mp3, far from even CD quality sound. Then again, we are talking about heavily compressed, processed, DSP'ed game audio here, designed to sound okay on $5 Office Depot Specials.
dolby digital is 24bit 96khz (compressed) audio it's pretty much a known fact it's better quality than CD audio - hence the move to DVD audio cd's.
assuming the compression is lossless or the algorithm/codec / whatever does the job properly, it's moot - it's basically "fact" DD = better than CD audio quality wise - not just feature wise.
Check out
this. DD is not 24/96. DVD Audio is lossless 24/96 (actually, there's even a 24/192 for those of us with golden ears). The encoding on the nforce is still 16/44 or 16/48, and lossy.
Incidentally, DTS, which is "better" than DD, provides a maximum data rate of 1411k/sec, three times more bandwidth.
You realise Dolby is a standard, and this is MAKING a dolby signal.
Not just any signal an OFFICIAL Dolby labs signal.
Therefore you are implying the sound on a DVD disk is of lower quality than an MP3 when you say that right?
You might be claiming that the "nforce implimentation" of DD is lower quality than the official dolby spec due to chip / software issues - is that the case, or are you merely and honestly saying "DD = g0atse cause it's compressed" ???
It's dolby my good man - it's what they use in theatres and dvd disks and the new dvd - audio cd's for AUDIOPHILE MORONS!
trust me, it's good stuff.
No.
DTS mix on a DVD movie is on par with CD audio
DD mix on a DVD is on par with a decent mp3. Generally, though, you don't hear it, since both speech and gunfire don't call your attention to encoding shortcomings. If you listen to music, though, it's far easier to notice the compression artifacts.
24/96 or 24/192 sound on special DVD audio discs is far superior to CD audio, due to the wider dynamic range. DVD audio disks are NOT compressed.
You're right about the perfect board bit.. so far every nForce board I see has a STUPID layout where the IDE ports are obscuring the video card and PCI slots, instead of being up at the DIMM slot level. This prevents you from using half the IDE cables out there, since the connectors are often too "tall" so a 3/4 length of a full-length card can't fit over them. (Most recent example of a card like that is a GF4 Ti4400/4600).
use the serial ATA

don't use rounded cables with those bigass plugs on them![/quote]
Considering that there are no serial ATA optical drives and no serial ATA hard drives, there are only two Serial ATA plugs on any motherboard, and the performance hit of those parallel-to-serial adapters is unknown still, there's no viable alternative to parallel ATA right now.
10% CPU utilization = $150 in the case of an Athlon or $380 in case of a Pentium 4. The pricewatch price of an XP2700+ (2.17ghz) is $150 higher than the 2400+ (1.93ghz), the Intel P4 3.06 is $380 more expensive than the 2.8ghz model.
I don't give a damn, 58$ US for a 1700+ with a 9700 even 10% less cpu time still means hella fast games and nice audio.
besides it's basically proven the nforce has one of the lowest cpu utilisations ever vs creative and their shitty eax kicking in sucking everything up like a 2$ wh0re.
[/quote]
<sigh>
If you don't care about performance... why bother spending the money for faster chipsets, faster DDR memory, etc? If all you want are FAST games, you don't even need a 9700, just turn down the detail settings. If you want REALISTIC graphics, though, why would you not also want realistic audio?
A3D2 protocol is actually _fantastic_, since it uses reflection/occlusion. Instead of just using straight distance for determining how something sounds far away, it mimics the properties of the material the sound waves are bouncing off. If you're in a metal chamber and someone around the corner fires a gun, you hear the echoes and reverberation for a while. If the room is covered in carpet, the sound will be appropriately muffled. If half the corridor is metal and the other half is tile, while the room at the end of the corridor is covered in carpet... you catch my drift.
I was under the impression EAX also did this.
Personally it's all nice and dandy, but boy does it chew cpu time - I saw it myself with 33% loss on a C450 in h/life.
No.
DS3D = positional audio
EAX = Positional audio with environmental reverb options
EAX3 = Positional audio with smooth transitions between different environmental reverb options and HRTF's
A3D2 = Reflection and occlusion calculations, environmental reverb and HRTF's.
A3D2 is supported using the drivers provided by Nvidia according to that APU review. It's just that nVidia is not allowed to expose the functionality, but I wouldn't put it past the community efforts to install those DLL's into the driver distribution. Unfortunately, they still won't be encoded into the DD stream.
so we can go round in circles and use the analog ports...............................
it is a dolby encoder / decoder after all.
nvidia will release the drivers sooner or later.
Which brings us back to the fact that analog out may very well suck due to the crappy codec chips.... Nvidia doesn't have a license to include the A3D2 dll's with their sound drivers, since Creative owns Aureal's IP.
So every time you switch environments in the game, you'll hit a button on your receiver? It's not like the receiver will know you've stepped out into an open area, or into a certain building via USB, y'know.
but again i don't really care for it - environmental sound < true directional sound in my opinion.
I want to ehar that damn imp behind me.
I really don't care if the sound of the imp is like it's walking on metal or carpet.....
<shrug>
Why bother with the best gaming video card, and the highest performance chipset, and expensive DDR memory if you're not going to compliment it with the highest performance audio?