I think you are confusing hardware engines with software engines
Xbox will have an audio chip and PA might control it, but PA functionality/features go beyond the audio chip (i.e audio rt)
PA will likely use the same dedicated RT hardware used for visuals, RT hardware is the most suited to handle it. Audio RT will barely tax dedicated RT hw
Why make dedicated audio rt chip when you already have dedicated rt hardware that can already handle audio and graphics just as efficiently
I'm not confusing hardware and software. The goal of project Acoustics is quite simple:
use offline simulation (azure servers) to create a simplified model (baking) of room audio (reflections, reverb, dampening, etc) that can be easily applied in-game in realtime.
So this technique relies on two parts:
- Creating the audio model. This is done by developers during game development with offline tools.
- Using the audio model. This is done in realtime by the PC or console, either by the CPU or GPU I'm not sure.
For the Series X, Microsoft have probably designed a hardware audio chip that can efficiently handle the audio model so the CPU/GPU don't have to. Again, this technique is a
replacement of audio RT, not an implementation of it. Using the simplified audio model for each game environment, you don't actually need audio RT for realistic audio.
- The XsX could do audio RT, same as PS5
- If developers use project Acoustics, they don't have to use audio RT
- The hardware for project Acoustics in the XsX does not do audio RT
- The hardware for project Acoustics will run the baked audio models
Oh, you mean something like "prerendering the sound" on their servers and than back the result into the game and the sound chip (or whatever it will be) just needs to encode it?
Exactly!