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.
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.
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.