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New Realtime PGR3 Trailer

No apparently the are doing them in software now. My only experience was coding for the hardware channels so thats where I looking at it from. The 360 is still limited to 256 audio channels. 30 sounds will still take up 30 of the 256 channels.

How the hell am I trolling?
 
There's no dedicated sound chip in xbox360, everything is done in software. There's no hardware limit to the number of sound channels available, but i doubt they are going as far as having 30 different samples playing at the same time for each car.
What they said is they have circa 30 different samples from each car; besides all noises from the exhaust and every moving/vibrating part of the chassis, this includes the engine noise at different RPM and under different conditions. Some of those sfx will be playing at the same time, others obviously won't.

Anyway, PGR3 sounds like the first racing game to really improve on the engine noises in *years*, i don't really care how :)
 
You said

Gek54 said:
Yeah you can but I have yet to hear it done without sounded like shit compared to using the hardware channels.


And I and other folks said that it uses software mixing and instead of saying "okay, fair enough" You just keep going on about it. Maybe your not a troll but it seems borderline to me.
 
eso76 said:
There's no dedicated sound chip in xbox360, everything is done in software. There's no hardware limit to the number of sound channels available, but i doubt they are going as far as having 30 different samples playing at the same time for each car.
What they said is they have circa 30 different samples from each car; besides all noises from the exhaust and every moving/vibrating part of the chassis, this includes the engine noise at different RPM and under different conditions. Some of those sfx will be playing at the same time, others obviously won't.

Anyway, PGR3 sounds like the first racing game to really improve on the engine noises in *years*, i don't really care how :)
That what I think too. Using a few channels for the engine would make sense (engine + turbo + exhaust + whatever makes "engine noise"), but 30? I really don't think so.
Anyway, as long as it sounds great it does not really matter how they do it :)
 
There's no dedicated sound chip in xbox360
Wha? That has never worked out before. Why would it now? The system may appear to have "power to spare", but once it starts to reach its limits, the lack of a dedicated sound chip could really cause problems.
 
dark10x said:
Wha? That has never worked out before. Why would it now? The system may appear to have "power to spare", but once it starts to reach its limits, the lack of a dedicated sound chip could really cause problems.
You can say the same thing about the ps3 since it doesn't have a dedicated sound chip AFAIK
 
dark10x said:
Wha? That has never worked out before. Why would it now? The system may appear to have "power to spare", but once it starts to reach its limits, the lack of a dedicated sound chip could really cause problems.

Yeah, i don't know what to think of that.
I don't like the idea of IA, physics and stuff to share the same resources as sound effects..i don't know how much that would mean in terms of performance, but it doesn't sound like an easy task when you start dealing with complex sound environments in 6.1 or whatever...won't they have to trade some other feature in for that, however small ?
The cost for a decent sound chip would have been irrelevant (sp?) imho, i hope they know what they're doing
 
eso76 said:
There's no dedicated sound chip in xbox360, everything is done in software. There's no hardware limit to the number of sound channels available, but i doubt they are going as far as having 30 different samples playing at the same time for each car.

According to the Specs, the 360 is limited to 256 audio channels so I can only assume they are emulating all the audio chip functions for CPU processing, not much difference other than the CPU has to share the processing.

They really dont need to make the audio for the oponent cars that complex.

Xbox also has 256 and PS2 has only 48. No wonder GT4 sound was lacking next to Forza.
 
eso76 said:
Yeah, i don't know what to think of that.
I don't like the idea of IA, physics and stuff to share the same resources as sound effects..i don't know how much that would mean in terms of performance, but it doesn't sound like an easy task when you start dealing with complex sound environments in 6.1 or whatever...won't they have to trade some other feature in for that, however small ?
The cost for a decent sound chip would have been irrelevant (sp?) imho, i hope they know what they're doing

Sound code, even full many channel surround code, just isn't that cpu heavy. Pretty much all sound code does is take chunks of sample data and scale them and combine them with other chunks of sample data for each channel. It's tedious, but not really that complicated code.

The rate at which computational power is increasing is far outpacing the increase in audio technology.
 
dorio said:
You can say the same thing about the ps3 since it doesn't have a dedicated sound chip AFAIK

Seriously? I can't believe Sony would do that in the wake of their awesome soundchips found in SNES, PSX, and PS2. What the hell are these companies thinking?

Do you have any documentation that proves this to be the case for both 360 and PS3?
 
Someone get me a gun...

I need to shot some folks on this thread.
 
dark10x said:
Ugh, software audio. What the f*ck are they doing? They are going the Nintendo route here...
Like said before, at least basic software mixing is a very easy process. If my old 480sx25 could play a 16 channel S3M sound file all in software while doing some 3d stuff for demos, I'm sure something as powerful as Xbox 360 or PS3 can handle 16* that (obviously with a bigger sample rate and with final compression for dolby digital) without really breaking a sweat.
And at least it allows the SDK to be updated for new formats in the future, like DD+ or DTS/whatever.
 
Blimblim said:
Like said before, at least basic software mixing is a very easy process. If my old 480sx25 could play a 16 channel S3M sound file all in software while doing some 3d stuff for demos, I'm sure something as powerful as Xbox 360 or PS3 can handle 16* that (obviously with a bigger sample rate and with final compression for dolby digital) without really breaking a sweat.
And at least it allows the SDK to be updated for new formats in the future, like DD+ or DTS/whatever.

Yeah, but when those machines are hitting their limits, the audio might become a problem. It's a concern for the future...
 
I wouldn't worry too much dark10x, Software based audio processing has come a long way in the last 5 years or so, in fact a lot of the rack-mount hardware I use is just software-in-a-closed-box.

Question, Does anybody know what bitdepth the mixbus on the 360 is?
 
dark10x said:
Ugh, software audio. What the f*ck are they doing? They are going the Nintendo route here...


Nintendo64 did software audio, but not Gamecube. there is an actual audio DSP unit built into the Flipper LSI. the audio DSP has its own bus to memory, seperate from the Flipper GPU core.
 
xexex said:
Nintendo64 did software audio, but not Gamecube. there is an actual audio DSP unit built into the Flipper LSI. the audio DSP has its own bus to memory, seperate from the Flipper GPU core.

Yes, and so did the GBA. Both suffered as a result.

How about the DS?
 
Direct Feed 720p trailer and captures :
http://www.xboxyde.com/leech_1534_1_en.html

726_0022.jpg


Ho btw... 60 fps :p
 
dorio said:
Wow. I hate that blue car, they should demo the game with that red car or yellow car more.

How do you guys know its 60fps?

Becuase now this vid shows it being silky smooth.

Also this pic posted by morbidiza proves the original is 60fps:
 
Gek54 said:
Becuase now this vid shows it being silky smooth.

Also this pic posted by morbidiza proves the original is 60fps:
Wasn't it smooth in the other video? Anyone know the name of that triangle building? That building looks really cool.
 
dark10x:
I can't believe Sony would do that in the wake of their awesome soundchips found in SNES, PSX, and PS2.
The Yamaha processors in Saturn and Dreamcast were decisively more fully featured than their counterparts in PS and PS2.
 
Do you work for Sega Lazy8s? All I ever see you post about is the greatness of Sega Sammy and their hardware..


(no offense meant)
 
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