3 ms·
I've benchmarked it myself in my game. It adds a measurable amount of time to loads if you're decompressing all the audio up front to reduce latency, and during
by kevingadd 4y ago
I've benchmarked it myself in my game. It adds a measurable amount of time to loads if you're decompressing all the audio up front to reduce latency, and during streaming it increases CPU usage. Obviously a modern machine can handle a few ogg/mp3 streams in the background during gameplay, but some games are playing dozens or hundreds of sounds at once.
"It's not like ENTIRE 35 GB of audio needed to be loaded all at once" misunderstands the nature of games fundamentally. Some games do potentially need the ability to access any of thousands of sound effects at a moment's notice with the lowest possible latency.
- mirsadm 4y agoPlus last gen consoles have extremely slow CPUs. They were already slow when they were released.
- bombcar 4y agoThis is likely where some of this comes from - trying to keep the PC and console versions in sync and having to do tricks like swapping space for speed.
- izacus 4y agoWhy are you assuming MP3/OGG formats are the ones to use for game audio compression ? It's like trying to use PNG for texture compression instead of better suited formats.
- midnightclubbed 4y agoWhat formats are better suited? To my knowledge most games use mp3-like compression for all their audio. Console hardware often has decompression support, it’s reasonably compact, quality/bitrate can be tuned by the sound engineers and supports a wide range of content.
- jpetso 4y agoIt seems like on PC one would want to use Opus instead of the older MP3 or Ogg Vorbis. It has a number of performance-related improvements in addition to better audio per bitrate, although the higher-quality codec out of its two internal modes is still conceptually similar to MP3 & Co. so I figure it wouldn't necessarily solve all performance issues either.