Quote from: Bogdan Solca on February 29, 2020, 10:56:16
I'll admit that I was not aware that PS5 is going to include this feature, but the point of the article is to see if this could be of any use to the average gamer. It does not really matter if it is featured on both consoles when the technology itself does not actually do what it is supposed to do, at least for the average gamer.
Increased realism in game audio really wouldn't be that complicated with this method, and would be very noticeable. Sound in games is generally extremely simple - most in-game sound has a point source, travels in straight lines from this source in any/all directions, and is occluded only by large pieces of geometry. It does not bounce, does not bend around corners, and does not change relative to the motion of the listener. All of which are behaviors exhibited by sound in the real world, and which would be easily corrected for with ray traced audio. Having the sound of an opponent moving change if they move behind a bush or other small piece of geometry would make a major difference. As would sound bending realistically around corners, bouncing off objects, etc. This can have a very significant real-world impact on the perceived realism of the game, and on immersion. Dismissing this outright just shows a lack of imagination on your part, or lack of insight into how sound in games works.
Also, the point of your article is clearly not to "see if this could be of any use to the average gamer" but rather to outright dismiss the possibility of this without any evidence, all in a highly sarcastic tone for some reason.
Quote from: Bogdan Solca on February 29, 2020, 10:56:16Sure, there are similarities between rays and sound waves, that's what I tried to convey in the second paragraph.
It might have been what you tried to convey, but it is by no means what you actually conveyed. What you did convey was a dismissive and seemingly uninformed knee-jerk reaction to something without any sign of actual reflection on its potential effects or intended usage. It's all well and good to be skeptical of someone proclaiming a new tech to be revolutionary without any proof, but no such claims were made (only that it was new -
which it actually isn't, it just hasn't been used much). Your response, both in the tone and content of the article, go
far beyond reasonable skepticism and it all comes off as some sort of sarcastic rant based on your own annoyance and nothing more.
While it's true that audio devices do put limits on just how realistic 3D audio can be, modern spatial audio standards like Dolby Atmos have clearly demonstrated that there are major strides to be made beyond the traditional ways of doing audio. Of course, Atmos being for prerecorded audio is very different than real-time in-game audio, but at least it does demonstrate that you can have increased perceived realism from increased spatial dynamics and resolution in audio. Also, modern "fake headphone surround" tech is surprisingly good, delivering actual directional audio through just two ear-mounted speakers by modulating the sound in various ways, so there's little indication that we can't improve upon this by improving how audio is generated in the first place. Especially if this is done through a heavily integrated hardware-software solution that moves past traditional X.0/1 channel counts and treats audio as actually existing in 3D space (whether it's 2.0, 5.1 or 7.1, it's all 2D).
Saying that the playback device will ultimately limit the quality of the experience is by no means whatsoever the same as saying that the current experience can't be dramatically improved. Shitty headphones will still give you shitty sound, but shitty 3D sound with improved spatiality will still be better than shitty 2D sound from the same headphones in games that can benefit from it.
I don't mind sarcasm in journalism, but there's a time and a place for it - mostly limited to someone making extravagant, unrealistic claims with no backing. This isn't that.