so if you know some real advantage for ms aproach over sony i'm all ears.
Okay so again, this is not about MS > PS or PS > MS. At least, not for me.
I think the problem is that you're don't really know what convolution reverb is? and how it's made? that's why you're saying it's not same thing like RT audio, where in reallity it is same it works exactly like RT even without reverberation effects on audio sources RT by it self should produce convoluted reverb the quality of it depends of how many bounces RT could achieve.
even without RT audio acoustics there's no stoping for devs doing the same thing as ms aproach to save cycles for computing(ex like prebaked shadoews etc..) though it's more hurdle for devs then RT audio and there's all to it just to save cycles.
Well maybe I don't fully understand it, maybe you don't fully understand full audio simulation (maybe neither of us!).
Let's go a bit deeper, shall we. So how I understand convolution reverb is that you basically take a (recorded) known impulse response from a room/environment and from that you are able to calculate for any audio source how it would sound if both the source and receiver are in that environment.
However, the impulse response is dependent on the source/receiver position. So in order to truly simulate room acoustics, you would need to compute the impulse reponse for many different source/receiver positions. This is exactly what Project Acoustics does.
So without a prebaked model of the room acoustics, you would need to compute the impulse response for the gamers position and the current sound source positions in
real-time! Now I believe the Tempest Engine audio chip is very very powerful but I doubt that it is able to do this. Calculate the convolution reverb for many sounds with a known impulse response? Sure. Compute the impulse response for the current source/receiver positions in real-time? I don't expect that to be possible.
Now for me several questions remain standing:
- How does RT audio fit into this? (can it be used to compute an impulse response for a room? How well is raytracing suited for wave behaviour?)
- What is the difference in audio experience when comparing fully simulated room acoustics and room audio based on a single (recorded or computed) impulse response?
- Would it be possible to combine reverb from a single impulse response with raytraced direct or 1st/2nd order reflections to enhance the effect?
And finally, I think the Tempest Engine HRTF technology will be a game changer. When a headset is used (for the best results) I think the PS5 will be able to offer lifelike audio and for me this is definitely one of the reasons to get a PS5. That being said, it's still interesting to compare both techniques on environment acoustics, as that will be input for the HRTF.