What's the consensus? Is Sony fucking this shit up or what?
Ok so now to my impressions. Hopefully my comments above helped clarify some things as I'm seeing there is a LOT of misunderstanding and misconception of what Tempest 3D audio is. The short answer is that "No" Sony is not fucking this shit up at all and this update definitely adds more activity in the surround and height channels
when properly configured. The sense of space and presence with the surround effects are definitely more noticeable with the Atmos wrapper, although (of course) results will vary depending on the game. Although it took nearly 3 years, Sony has now made 3D audio available to
anyone using a PS5 no matter what setup you have or what devices you choose to listen on...for free! Not to mention that the number of supported titles dwarfs the number of supported
native Atmos titles on Xbox and PC. Sure your judgement on the output quality will be subjective depending on your ear, tastes, and setup. But the work that Sony has done here with bringing high quality 3D audio to the masses with PS5 should be commended!
A quick clarification/recap:
Tempest 3D audio is Sony's proprietary solution for delivering high quality 3D audio for games. It is a state of art 3D audio technology that can handle hundreds of 3D objects in realtime and is designed to work primarily with binaural audio to maximize immersion, space, and presence for the individual listening. For those that don't know, binaural audio is stereo audio that is typically created using dual microphones captured in each left and right ear. The idea is that since people only have 2 ears (Left and Right), the most accurate way to mimic how people hear is to capture specific information in each of those locations. To simulate the effect of 3D audio objects moving around a listeners ears, a HRTF (or Head-Related Transfer Function) is used to compute all of the specific details in how each ear will hear a particular audio object in 3D space. The math and complexity of these calculations are pretty intense and it is why Sony opted to add dedicated audio hardware in the PS5 solely to handle the 3D audio computations (hence the Tempest Audio Engine). The results should be a much more advanced and immersive surround effect that is more customized to your individual ears.
Now if you follow what i just said above, it's easy to see why the primary target for this technology initially was headphones. Headphones use just 2 speakers, one for each ear, and it maps perfectly to a binaural recording. Also, headphones are easiest to optimize since you limit variables that can interfere with the sound that gets to your ears like the speaker cabinet or room acoustics (sound is just piped directly to your ears). So at launch, Tempest 3D was only supported via headphones. The beauty here though is that because the Tempest 3D calculations were all done in the system, the 3D audio effects can be heard with any pair of headphones connected to the system (which is why that list of 3D audio supported games for the PS Platinum and Gold headsets above are moot on PS5). If you were setting your PS5 to TV or AV receiver audio at launch, you were
NOT hearing FULL Tempest 3D audio! Some time later, Sony delivered a firmware update to output the tempest 3D audio to TVs. The reason why this took extra time was because the math and calculations involved is fundamentally different for a TV in a room than headphones pointed right into your ears. Now you have to deal with distance to your ears, interference from the TV itself, and the room acoustics. However, it was easier than dealing with a full on home theater surround system because with a TV, you're still primarily dealing with just 2 ch (left and right). So Sony delivered that and again the beauty was that it would work with ANY TV no matter the size, age, or audio setup in terms of number of drivers it may have. As long as it had speakers in it, you can get a 3D audio effect.
Up to this point, the irony in all of this is that the one group of people that were missing out on getting the full Tempest 3D audio effect was those who had already invested in multichannel 3D surround setups via soundbars or Atmos enabled systems. The reason for this is that computing all that 3D audio math and mapping it to a multichannel room environment where you don't really know how many speakers or their locations and you don't know where the user is located in the 3D space is a non-Trivial task. If you understand the goals of binaural 3D audio, a multichannel room with height speakers is the most difficult setup to achieve the desired sense of presence and space as there are just so many variables. This is why home theaters were the final frontier for Sony and it took over 2 years to deliver. That said, the distribution of the tempest audio to a receiver was limited since PCM is technically limited to 8 channels (7.1). So even if Sony could compute an 11 ch PCM stream, they had no way to deliver it to a receiver. Thus, they needed to use Dolby Atmos since it can technically support way more than 8 channels, it already handles object based audio, and it is standardized where so many devices already support it. It only made sense but there was extra work in now converting the Tempest 3D audio output to Atmos. So yeah, the result is that your receiver gets an Atmos signal that includes 7.1 bed plus up to 4 channels of height information. However, the difference between the two is how they are mixed and encoding in realtime. Again Tempest uses it's own methods, tools, and APIs so technically it wouldn't sound identical to a native Atmos mix side by side (although, I'd image in most cases they'd be pretty close to most people's ears).
Ok, now that we're all caught up, the beauty/highlights of Tempest that make it stand out are:
- Compatibility - doesn't require specific or specialized devices to work (previously you needed certain headphones to get 3D audio). Works with any headphone, soundbar, or TV and now with Dolby Atmos enabled receivers.
- High Adoption - streamlined tools and APIs for game devs means that it's fairly easy to enable Tempest audio support. The results is that it's used in the vast majority of first and third party releases
- No Performance Penalty - because Sony included dedicated HW in PS5 to handle the Tempest Audio, it's virtually free for game devs to add (which also explains why it's so widely adopted). Dolby Atmos for games incurs a non-trivial perf penalty on Xbox and PC (which is partly why after 8+ years, there are still only ~50 native atmos games)
- No additional cost or fee - unlike Dolby Atmos, Tempest doesn't require any license fee to use on any device. It's just there
- Superior HRTF Integration - all of the HRTF computation is handled at the system level and calculated in the output stream in a standardized way for all PS5 users. In contrast, Dolby Atmos requires content creators to download a separate app and create personalized HRTFs manually (no guarantee a developer will use them)
Now all that said, as someone who has invested heavily into my Atmos enabled home theater (we're talking 5 figures $$$$$), I've always felt like I wasn't getting the most out of the Tempest audio in my setup which was limited to 7.1 in the PS5. Granted, if you have an Dolby Atmos receiver, you should also have the "Dolby Surround" upmixer which approximates an Atmos effect from 5.1 and 7.1 by extrapolatiing the height channels. In other words, even before this update, anyone with an Atmos enabled receiver would hear some sound coming from the height channels. But it's akin to the matrix vs discrete surround effects....theoretically the surround effect should be much more convincing when processed by the PS5 instead of the AV processor. So the results....yes I can absolutely say that the surround effect was much more active and convincing with the "Atmos" setting in the PS5. Best examples where this is evident so far are Diablo IV and Returnal. I tried a bunch of games including SF6, Battlefield 2042, Need for Speed Unbound, and Final Fantasy XVI. The differences were subtle in some cases and more noticeable in others but needless to say, so far I definitely prefer the Atmos output. The impression I get is much closer to what Tempest sounds like in headphones so it seems to be doing what it's intended to do. Of course, some people may find that the effect is not to their liking and the PCM sound more "natural" but that's just a preference thing. That's why it's great Sony gives us the option. But I can say that I didn't notice anything "missing" with the Tempest/Atmos stream with the bass sounding full and dialog from the center sounding a tad more spread but still clear in my setup.
Overall this was my most anticipated PS5 update since launch and I'm so glad to finally have it. It does make a difference in my setup but I wouldn't say it's night and day. The PCM still sounds great if you prefer that, but it's great to have 3D audio now available to all PS5 setups
Quick EDIT: I haven't noticed any perceptible delay thus far but I will admit that I have only tried each game for like ~15-20 mins.