He had a special CRT monitor to get the best refresh rate to be as competitive as possible for the game
Feels like a lifetime ago
He had a special CRT monitor to get the best refresh rate to be as competitive as possible for the game
Feels like a lifetime ago
Funny enough, my semi-pro career (I made $60 total) ended when I abandoned my surround sound when moving out in undergrad.
I haven't thought of Ventrilo/Teamspeak in years...
That said it does require that the game has good 3D sound generation, which isn't trivial, especially differentiating front and back which requires accounting for the shape of the human ear.
By having a 5.1 setup surrounding me (about 2 feet away in each direction, it was.. cluttered), the brain produces a surround sound effect the way it does in normal life.
An expert would have to speak further about how headphones can emulate that, but I don't recall it ever really being a thing in the early 2000s.
Also, I'm pretty sure the brain uses small movements of the head to know where sounds come from. So you'd have to have head tracking with virtually no latency.
A bunch of speakers in a circle around you don't have any of these issues.
Interestingly Doom's audio code was licensed from a third party. When they open sourced it, they had to rewrite that part; I think Carmack said he backported Quake's code. I wonder if that third-party code was just really good or something.
Like any game, you get huge value out of slight advantages when you get to the more high level skill.
FYI there are AMA thread from makers of it on Reddit somewhere.
A quite fun read.
The only headphone issue I had in my decades of playing CS were with open ear headphones (Sennheiser HD555) that reduced the punchiness of bass and made footsteps more difficult to hear in CSS which was a terrible game with terrible audio.
Stereo is not for casual play, it's clearly the opposite as here's not a single professional player that uses surround to my knowledge.
But even when they're not on stage, they're often in the same room with their teammates. And even if that isn't the case for some reason and a player is in their own room, winning those tournaments is generally the highest honor, so pro players would likely want to practice as close to tournament conditions anyways.
Directional audio over headphones is surprisingly good nowadays, though. HRTF is pretty cool stuff.
Head tracking wouldn't be necessary because you're always looking straight at the screen and the camera is always aligned with your character's head. You're never going to physically turn your head to get a better angle on a sound source, you'll just turn in game.
I didn't have a surround sound system because I was a teenager, but I knifed thousands of noobs coming around the corner wall in iceworld because they were too dumb to walk.
I'm guessing it was an identical effect to the surround sound, it was basically radar. You could hear people across nearly the whole iceworld map.
I would have thought video games wouldn’t have more latency than audio production software.
If you had an infinite matrix of speakers located at every possible point relative to your head, then you could play each sound from the exact speaker representing the correct direction, and get perfect 3D audio. Maybe it would even be sufficient to have a sphere of speakers around you, or even a circle if elevation isn't relevant in most games.
But in practice we don't have any of those. We have 4 or 5 speakers roughly arranged around the player. If one of those 4 or 5 directions happens to be exactly what you need, then great, play the sound from that speaker and you're good. But if not, then what?
The brain decides the direction of sound based primarily on the relative latency between when it is heard in each ear [0]. How do you create a precise time difference when you have 4-5 different speakers each of which can be heard by both ears?
Plus the game doesn't even usually know exactly where the speakers are located relative to the player's head. Exactly how far away are they? Are the front speakers closer than the back?
With headphones, none of this is a problem. The game can precisely control exactly what the person hears, including precisely controlling interaural time difference.
[0] https://en.wikipedia.org/wiki/Interaural_time_difference
Overall a way superior experience to what we have today.
I remember having actual effortless conversations on Ventrilo. Nowadays speaking in Discord or MS Teams or what ever is exhausting since you interrupt each other due to the delay.
Phones have also gotten worse. It would be interesting to see a number of round trip "ping" for different Voip providers and phone systems ...
It's called HRTF and it's not at all a new technology. All you actually need is stereo headphones to have 3d positional audio.
If I mount your head in a fixture and play a sound, you won't be able to place it in three-dimensional space. Only on a 2D plane.
As soon as I let you move your head, you have a much better chance of guessing where the sound comes from.
Moreover, it's not clear that 4 point sources of audio can accurately reproduce real-world effects for the purpose of head movements, either.