Originally posted by: ViRGE
Originally posted by: AmberClad
Now sound, on the other hand, I just don't really see where the future lies as far as innovation in that area. You're going to get to the point where human hearing is going to be the limiting factor, kind of like how connection speed is now the limiting factor for network speed, not LAN hardware.
Anyways, I think we're going to get to the point where you'll find premium sound chipsets on motherboards that will rival today's X-Fi. Might not be all the far off, if the lack of innovation from Creative is any indication.
There's still plenty innovation left, it's just that no one wants to do it. EAX is still basically 3D sound sources passed through DSPs to apply occlusion and fake reverb. If everything was done via raytracing (instead of just a couple of orders at best like it is now), then there would be a notable improvement in sound quality and correctness. However most people think status quo is good enough, so that's not going to happen.
I dont think its that they dont want to do it...they couldnt do it if they wanted to. Creative bought what was left of aureal after they sued them into the ground (wavetracing patents included), and bought sensaura shortly thereafter. They own pretty much every possible patent related to hardware 3d audio, and because of that, have been able to stretch what would have been about 2 years of innovation into about 10. Theyre just now getting around to re-releasing old sensaura features with their X-Fi (elevation filters and macroFX) and branding them as new.
With wavetracing having died with aureal so, so long ago, most people have forgotten how damn good it sounded, and that was a mostly software based algorithm on Pentium 300s. The things that could be done with C2Ds and the like would probably sound amazing, but creative would bring the sue hammer down on any company that so much as tried to create such an algorithm.
EAX was supposed to be simpler and easier to implement, but it was so much work to tag every single little part of a level with different reverb that it was never well implemented in ANY game that I've heard in many, many years. With A3D, it just took the geometry and ran with it, so even though you were in a hangar, if you were in a tight hallway in said hangar, it would sound like a tight hallway, and not a huge open cavernous space.
We never did get to play a true A3D 3 game - by 2001, they had already worked in wavetracing that took into account the material the sound was bouncing off of (metal, wood, glass, etc), volumetric sound sources, and a whole bunch of other neat things, but the company was killed before it came out. At creatives current rate, that technology that was fully complete over 6 years ago will be reintroduced in 2011.
Thankfully there were two companies that survived the 3d graphics consolidation, or else had only Ati or Nvidia survived alone, we'd probably be getting DX8 next year.