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1345 points philosopher1234 | 4 comments | | HN request time: 0.275s | source
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MuffinFlavored ◴[] No.34628720[source]
Met what ended up being a great friend in real life somewhere in some random IRC room looking for a 5th member to join my friend's group

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

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Waterluvian ◴[] No.34628819[source]
I was always amused by how many of my friends got crazy monitors but still just used headphones. Surround sound for 1.6 made the game incredibly unfair. Being able to hear specifically in what direction and volume footsteps were coming from was basically a wallhack. I would often use headphones because parents weren't the biggest fans of hours of that a night, and it was so crippling.

Funny enough, my semi-pro career (I made $60 total) ended when I abandoned my surround sound when moving out in undergrad.

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kentonv ◴[] No.34629257[source]
Weird. My experience has always been that headphones are more effective at producing precise 3D sound than speakers. And intuitively, it seems like they should, because they can feed each ear with exactly the sound that ear should hear.

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.

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peepee1982 ◴[] No.34629526[source]
Since everybody's headshape and mass is different, it's hard to do binaural audio that works for everyone.

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.

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teawrecks ◴[] No.34630604[source]
The latency issue would be in the timing of samples between the sound drivers, not from the game to the sound port. The sound data could take 50ms+ to make it through the DAC, but as long as it plays the signal to each driver with enough precision relative to the other (and assuming the response of the driver is sufficient), your brain would get the orientation info. The frames you're seeing are already around 50ms late for most games anyway (unless you're playing the game at hundreds of fps, which is very possible with cs1.6), and mouse latency is between 50-100ms.

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.

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1. ace2358 ◴[] No.34631876[source]
I’m surprised to hear 50ms for audio processing. I’m a music producer and I can feel it at about 20ms of latency. (Pressing key on keyboard (musical) to hearing sound)

I would have thought video games wouldn’t have more latency than audio production software.

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2. kentonv ◴[] No.34632830[source]
My DDR setup -- a Windows gaming PC connected to a pretty standard stereo receiver -- has 70ms total latency between button press and audio. That's more than enough to make the game unplayable, except that of course StepMania lets me configure it to pretend button presses occurred 70ms in the past.
3. dbttdft ◴[] No.34637572[source]
It wouldn't surprise me in todays market but humans are much more sensitive to audio than visual. That's why in audio production ~10ms is the max tolerable limit IIRC.
4. peepee1982 ◴[] No.34639251[source]
Since most games don't even let you choose dedicated ASIO drivers for output, I'm not surprised at all. I think 50ms for gaming is okay.