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.
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.
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.
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 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
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.