Does Xbone has TrueAudio support?
I tried to found arcticle on the net, but with no success.
Yes, it was meant to be the exclusive secret sauce according to some people. MS calls it "SHAPE" since they renamed almost every part of the hardware.
So... the fact that both TrueAudio and SHAPE are a Tensilica DSP integrated into an AMD hetero-core processor is pure coincidence?
Shape seems like an extension of TrueAudio, based on 4 instead of the standard 3 DSPs, customized for their use-case (KINECT) approach.No! Shape is custom audio chip that MS built in-house. It has nothing to do with AMD.
I'm loving this! My NuForce HDP + Sennheiser HD600 are ready.
If this indeed means that you can get 3-D audio from stereo headphones in most games, then all you need for awesome, high-end audio for PS4 is a headphone DAC taking an optical audio signal and a good pair of headphones. For about $500 you can experience sound quality rivaling a $10k surround system!
I'm loving this! My NuForce HDP + Sennheiser HD600 are ready.
If this indeed means that you can get 3-D audio from stereo headphones in most games, then all you need for awesome, high-end audio for PS4 is a headphone DAC taking an optical audio signal and a good pair of headphones. For about $500 you can experience sound quality rivaling a $10k surround system!
The simplest esplanation resides in SF being a launch title. If they reused the audio engine they had in place on PS3 the quickest way was moving it to CPU. That or the framework they use doesn't support TrueAudio, yet.Seems like there's still some parts about the whole thing that needs future clarification from Sony/AMD.
Okay, DF tweeted back to me on the TrueAudio shebang.
Seems like there's still some parts about the whole thing that needs future clarification from Sony/AMD.
Okay, DF tweeted back to me on the TrueAudio shebang.
Seems like there's still some parts about the whole thing that needs future clarification from Sony/AMD.
Latency-sensitive functions would go to the CPU, non-senstive to the GPU, supported functions to the hardware chip, etc
Some points from the presentation.
* The DSP/ACP will probably be rather locked regarding custom audio DSP lines because of the latency (minimum 2 frames) and fixed functions.
* The DSP/ACP will mostly be used for codecs and filterbanks for voice/echo cancellation processing (fixed functions on the Tensilica) etc.
* Even though he writes 'many' audio DSP functions can be delegated to the GPU - he could obviously only mention the two sets of workload suitable for GPU : simple (multiply = volume, addition = Mixing) and feedforward (convolution / fir / FFT). In the audio workstation environment - only 20% is related to these functions.
* The GPU is actual not suitable for most audio workloads because of the latency related to the compute queue. Only mid to high latency resistent audio functions could be delegated to the GPU - like a convolution reverb.
* The CPU is the prefered unit for audio DSP and the ONLY solution for low latency functions.
* The Jaguar cores are plenty fast - he do compare the performance to hand writen assembly SPU code, but was the x86 code vectorized CLANG/LLVM code or handwriten intrinsics?
*The gates are now open for high-end DSP functions from the workstation environment because of x86 - this is good news for us
Also on Jaguar performance:
*On Killzone SF: 300 voices [probably a rough number to give an idea] with ton of DSP's, auxillary effects, mastering effects, all that stuff runs in less than 50% of 1 jaguar core.
*Ultra low latency
*A quarter slower than SPU's (no surprises there) at same clock, lacks fused multiply accumulate (which was present on Bulldozer, and SPU's)
But what if I plug my headphones in my Mixamp pro and then on the PS4? Isn't it better this way?
Eh, that's not true at all. I have Sennheiser HD800 AND a 10K+ surround system and whilst the detail and separation through the 800 are spectacular it can't for a second reproduce the scale, impact and involvement that a full-blooded speaker set-up delivers.
I dare say it is true. The only thing missing is the impact because your body can't feel the bass from headphones. Scale is produced by the 3-D algorithms, and involvement should actually be enhanced, as audio can sound as if it is emanating from above you, or very close to you, for example.
I also have a 10k sound system but I really believe a pair of headphones can rival it at a fraction of the price, WITH the help of a competent 3-D audio algorithm.
Okay, DF tweeted back to me on the TrueAudio shebang.
Seems like there's still some parts about the whole thing that needs future clarification from Sony/AMD.
Shape seems like an extension of TrueAudio, based on 4 instead of the standard 3 DSPs, customized for their use-case (KINECT) approach.
If PS4 has a Sound DSP, that does't stop anyone from producing a fully CPU driven software solution!!!
GG was one of the very first PS4 developers, perhaps the TrueAudio API/Tools weren't ready in time for the development schedule KZ: Shadow Fall was on...
KZ:SF using the CPU for sound != No custom Sound DSP on PS4
Try again DF...
It's a dedicated block on-chip.Is this real an DSP-Chip?
It seems that the DSP ist CPU calculated and not a dedicated audio processor. Many PCs use CPU for DSP calculations and AMDs TrueAudio can this too.
Is this real an DSP-Chip?
It seems that the DSP ist CPU calculated and not a dedicated audio processor. Many PCs use CPU for DSP calculations and AMDs TrueAudio can this too.
This presentation explicitly says 1.6GHz, and it's dated November 19:
http://www.slideshare.net/DevCentralAMD/mm-4085-laurentbetbeder
Does anyone have the PDF? I want to get a closer look at the Processor on page 3 I wonder if that's the PS4 design or just something they used for the presentation?
it look a lot like this one
Edit: never mind
Those slides are very interesting and kind of confirm that the secondary ARM processor and the DPU we see mentioned are quite the same thing basically. Documentation in those slides and from Tensilica offer quite a lot of nice tidbits.
Reading those slides made me think about sound processing on the GPU and it's presented WHY's and WHY NOT's... I seem to recall people talking about AMD's audio technology built in PS4's GPU, yet this SCEA paper does not seem to make any mention of that when discussing the pros and cons of running game audio code on CPU vs GPU vs ACP/Secondary Processor... at an AMD conference nonetheless.
Curious don't you think?
On serious note, what does this mean?
This is good news for Project Morpheus too, especially with Oculus focusing on 3D positional audio in their newest public prototype. The PS4 should be able to achieve the same effect with TrueAudio and a good pair of headphones.
It kinds of makes you wonder if they also had this in mind when deciding on this specific part of the hardware.
It kinds of makes you wonder if they also had this in mind when deciding on this specific part of the hardware.
HEVC or h.265 is not now a DLNA required codec nor is it a HTML5 codec but for Sony to support a streaming IPTV service or 4K Blu-ray it's required.www.neogaf.com/forum/showthread.php?t=872846 said:3gp audio
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