4 ms·
I suppose it's a matter of acceptable approximations and cost. If only 2% of players have a high quality surround sound system, and only half of those have a go
by bkanber 6y ago
I suppose it's a matter of acceptable approximations and cost. If only 2% of players have a high quality surround sound system, and only half of those have a good ear, then you really only have 1% of users who can tell the difference between raytraced audio and the heuristic "hacks" that sound engineers have spent decades developing. So I don't know if audio raytracing will become mainstream in games anytime soon. But I also suppose that if one engine does it, others will follow suit.
Same thing with this Unreal 5 demo. Most users would not be able to tell the difference between rendering 16B vs 8B triangles per frame.
- willis936 6y agoYou don't need a high quality sound system or a good ear to tell the difference though. You just need a pair of headphones and to be a human with hearing. Evolution has been at work for eons. Every human born is a powerful audio processing machine. I can't give you a rigorous proof or hand you a double blind test to try for yourself, so you'll have to accept an impasse or start going down a rabbit hole consisting of studies on pre-baked ray-traced FIR filters of known geometries and the audibility of group delay. I am convinced every human can hear the difference. Computation is cheap. There's no reason not to solve the problem.
- bkanber 6y agoYou should submit a patch to Godot, then! Force Unreal and others to implement it too.