PaintTinJr
Gold Member
Yes like I mentioned before both machines are able to use their RT cores for audio computations. That is a very seperate topic, the discussion was about the custom audio chips.
Audio is a wave effect and ray tracing simulates rays. It will be very interesting to see how close Sony can approximate realistic room audio with RT.
As I understand it, RT audio was like version 1 of Playstation's 3D audio strategy all the way back on PS3 with GT5's car interior RT simulation of engine sounds (then output to stereo/surround).This version 2 approach will still use the version 1 simulation for producing the source sound (AFAIK), but on the GPU this time, before the signal is past to the Tempest 3D audio engine. The tempest engine is to replace the surround capabilities to create a vastly more immersive virtual surround for headphones(as its primary target) that can convincingly recreate the game's soundstage in any ear(using HRTF conversion) to the level of being indistinguishable from the gamer being surrounded with those sounds in real-life. - which ism't the level ATMOS or other 3D audio is at (IMHO). The solution needed to achieve that heady goal in Playstation's view are seemingly open-ended, at present based on Cerny's GDC talk and that is presumably why the Tempest engine is packing so much versatile compute.