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[joystiq] Titanfall PC's 48GB install the result of uncompressed audio - Page 13

post #121 of 152
Quote:
Originally Posted by un-nefer View Post

However, transcoding/decoding 7.1 channels of audio, on the fly, uses a HUGE amount of processing power - and so it makes a hell of a lot more sense to take the approach Respawn has so that ppl with older PC's (and possibly older consoles) can still enjoy the game.

It's this. Also not to mention lossless audio is easier to process CPU cycles wise than compressed audio.

<---- former OCN Audio editor.

People underestimate how much processing real time, on the fly, as you move around the environment, surround audio taxes on a system.

The reason for lossless is because it uses less CPU cycles to process and has nothing to do with sound quality.

Sure I could find academic papers stating this but meh.

Ogg Vorbis is not an option because of cross-platform issues and that it is too CPU taxing as a codec.
Quote:
Originally Posted by u3b3rg33k View Post

192kHz sound has finally come to computer games! w00t!

Not sure if serious. If serious, anything more than 75kHz is a waste of time (and space) sampling rate wise, unless you are observing whale calls.But due to binary, realstically, anything more than 96 kHz is a waste. 192 kHz sampling rate is a waste in every way and is worse than 96 kHz.
Quote:
Originally Posted by FastMHz View Post

It seriously does NOT take that much CPU power to decompress audio. I could play MP3s and OGGs on my 486 for crying out loud.

1) 2 channels vs say 5 or 7.....
2) Not processed in real-time.
Edited by chinesekiwi - 3/13/14 at 4:04am
post #122 of 152
Quote:
Originally Posted by ghostrider85 View Post

There is no way that the audio files would take 35GB of space, even if they are uncompressed.

Well ofcourse uncompressed audio files can take up that much space.
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post #123 of 152
Quote:
Originally Posted by IvantheDugtrio View Post

Time to use TrueAudio biggrin.gif

Titanfall does not utilise Mantle.
post #124 of 152
Quote:
Originally Posted by chinesekiwi View Post

It's this. Also not to mention lossless audio is easier to process CPU cycles wise than compressed audio.

<---- former OCN Audio editor.

People underestimate how much processing real time, on the fly, as you move around the environment, surround audio taxes on a system.

The reason for lossless is because it uses less CPU cycles to process and has nothing to do with sound quality.

Sure I could find academic papers stating this but meh.

Ogg Vorbis is not an option because of cross-platform issues and that it is too CPU taxing as a codec.
Not sure if serious. If serious, anything more than 75kHz is a waste of time (and space) sampling rate wise, unless you are observing whale calls.But due to binary, realstically, anything more than 96 kHz is a waste. 192 kHz sampling rate is a waste in every way and is worse than 96 kHz.
1) 2 channels vs say 5 or 7.....
2) Not processed in real-time.

I'd say there's less people with decent 5 or 7 channel audio setups for their gaming rig than people with 1440p monitors.
This decision contradicts itself in that, they did this so that the cpu wouldn't be busy and could run on rigs with a dual core thus appeal to a wider range demographic, and yet 80% of said rigs won't even have a sound system to enjoy this multichannel setup.
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post #125 of 152
Quote:
Originally Posted by Boinz View Post


I'd say there's less people with decent 5 or 7 channel audio setups for their gaming rig than people with 1440p monitors.
This decision contradicts itself in that, they did this so that the cpu wouldn't be busy and could run on rigs with a dual core thus appeal to a wider range demographic, and yet 80% of said rigs won't even have a sound system to enjoy this multichannel setup.

Heh, yeah...how many people out there skimp on their CPU and then hook up $4000 worth of speakers?

But if they didn't do this the game probably wouldn't have done too well on the 360 and lower-end machines or else the higher end machines would not be able to have the superb sound...though I bet only one in 10,000 people would have even been able to notice the difference and far less would have even cared. I have some nice 7.1 speakers on my main rig...but they are typically silent and I just use my crappy wireless headset.
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post #126 of 152
How does a Xfi sound card fit into this?
I have an Auzentek Xfi-Forte. Wouldn't my sound card be able to offload the sound processing from the CPU for 5.1 setup?
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post #127 of 152
Quote:
Originally Posted by Aparition View Post

How does a Xfi sound card fit into this?
I have an Auzentek Xfi-Forte. Wouldn't my sound card be able to offload the sound processing from the CPU for 5.1 setup?

I think it would, but since they didn't compress the video there won't be much to offload.
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post #128 of 152
Quote:
Originally Posted by chinesekiwi View Post

People underestimate how much processing real time, on the fly, as you move around the environment, surround audio taxes on a system.

This is an utterly independent thing from the audio compression.

However demanding 128 (or whatever the game's limit may be) simultaneous sounds, positional effects calculated for them, and distributed across eight channels, can be does not change the fact that actual playback and manipulation of encoded audio is a trivial task for today's processors.
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post #129 of 152
Quote:
Originally Posted by chinesekiwi View Post

It's this. Also not to mention lossless audio is easier to process CPU cycles wise than compressed audio.

<---- former OCN Audio editor.

People underestimate how much processing real time, on the fly, as you move around the environment, surround audio taxes on a system.

The reason for lossless is because it uses less CPU cycles to process and has nothing to do with sound quality.

Sure I could find academic papers stating this but meh.

Ogg Vorbis is not an option because of cross-platform issues and that it is too CPU taxing as a codec.
Not sure if serious. If serious, anything more than 75kHz is a waste of time (and space) sampling rate wise, unless you are observing whale calls.But due to binary, realstically, anything more than 96 kHz is a waste. 192 kHz sampling rate is a waste in every way and is worse than 96 kHz.
1) 2 channels vs say 5 or 7.....
2) Not processed in real-time.

like you said anything more then 75khz is a waste of time, so even with lossless the lower bitrate that is less taxing on the CPU could not still justify 30+GB of audio

massive pointless bloat is a massive pointless bloat now matter how you view it
post #130 of 152
Quote:
Originally Posted by un-nefer View Post

Quote:
Originally Posted by Diablosbud View Post

I think this is a terrible idea. So instead of processing the lossy audio, you have uncompressed audio which is going to thrash the hard drives of low end builds?
Uncompressed audio is not going to "thrash" a HDD, even a HDD from low-end builds.

Even if the audio used was recorded at 24bit/192kHz, it would only need a HDD that has a minimum read speed of 0.55MB/sec per audio channel - and even if you multiply that by 8 (assuming Titanfall uses 7.1 audio) the HDD will only need a minimum read speed of 4,4MB/sec - and that speed is easily supported by pretty much all HDDs for the past decade and will definitely not "thrash" a HDD wink.gif

However, transcoding/decoding 7.1 channels of audio, on the fly, uses a HUGE amount of processing power - and so it makes a hell of a lot more sense to take the approach Respawn has so that ppl with older PC's (and possibly older consoles) can still enjoy the game.

    4.4 MB/s can easily thrash a HDD if it is doing a lot of seeking due to other simultaneous reads.  HDD's random read speeds are approximately 1/10 of their sequential read speeds, so a 120 MB/s average read speed doesn't sound so impressive at 12 MB/s max random read—and that's only one audio stream.  If they are layering multiple sounds, that would be an additional 4.4 MB/s from a different location (more random reading) for each sound.
 
 
Quote:
Originally Posted by chinesekiwi View Post

It's this. Also not to mention lossless audio is easier to process CPU cycles wise than compressed audio.

<---- former OCN Audio editor.

People underestimate how much processing real time, on the fly, as you move around the environment, surround audio taxes on a system.

The reason for lossless is because it uses less CPU cycles to process and has nothing to do with sound quality.

Sure I could find academic papers stating this but meh.

Ogg Vorbis is not an option because of cross-platform issues and that it is too CPU taxing as a codec.
Not sure if serious. If serious, anything more than 75kHz is a waste of time (and space) sampling rate wise, unless you are observing whale calls.But due to binary, realstically, anything more than 96 kHz is a waste. 192 kHz sampling rate is a waste in every way and is worse than 96 kHz.
1) 2 channels vs say 5 or 7.....
2) Not processed in real-time.

    Not to mention that people really can't hear the difference between 48 kHz and 96 kHz sample rates either.  In most cases people also can't hear the difference between 16 bit and 24 bit audio.

    Anyway, at 96 kHz/24 bit/8 channels, 35 GB of audio comes out to 4 hours 13 minutes of audio.
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