I wanted this make a separate topic on what the PS5 is doing with audio. I got approval to make it so here we go!
Now I not a super big audio person but this stuff sounds amazing for someone without a great sound system setup. I never really appreciated good audio until the PS4 so I been a fool for awhile lol
So does any devs want to chime in on this? Feel free to do so :)
Now I not a super big audio person but this stuff sounds amazing for someone without a great sound system setup. I never really appreciated good audio until the PS4 so I been a fool for awhile lol
So does any devs want to chime in on this? Feel free to do so :)
Seriously, this is hardcore. In conversation with Mark Cerny, he laments that he gets to meet very few audio engineers on his regular visits to developers and publishers - and that for delivering a next generation audio experience, Sony itself had to take point. Audio itself has been fairly poorly served across the current generation, typically getting a fraction of a Jaguar core to deliver 7.1 surround - far less than audio enjoyed in the PS3 era, where the SPUs proved ideally suited to audio processing tasks. In fact, Cerny points to PSVR as a modern-day standard bearer of sorts for surround audio, as it features a bespoke audio unit capable of supporting "50 pretty decent sound sources". PlayStation 5's new Tempest Engine supports hundreds - delivered with a much higher quality.
It's all based around the key tenets of presence and locality. Cerny describes presence vividly. In games today, rain is a simple, single sound. With the Tempest Engine, PlayStation 5 aims to engender the feeling of actually being in the middle of the shower by simulating the sound of individual raindrops hitting the ground around you. Locality? This is more about being able to precisely track where objects are located - and the science in delivering this is simply astonishing, having to taken into account the shape of your ears and even the size and shape of your head.
To precisely simulate accurate positioning, Sony needs to generate a table called the Head-related Transfer Function - HRTF - ideally on a per-person basis. How you perceive audio can be simulated by processing the soundscape through that table - a computationally expensive task to say the least. The Tempest Engine is effectively a re-engineered AMD GPU compute unit, stripped of its caches and relying solely on DMA transfers - just like a PS3 SPU. In turn, this opens the door to full utilisation of the CU's vector units.
"Where we ended up is a unit with roughly the same SIMD power and bandwidth as all eight Jaguar cores in the PS4 combined," Mark Cerny reveals in his presentation. "If we were to use the same algorithms as PSVR, that's enough for something like five thousand sound sources - but of course we want to use more complex algorithms, and we don't need anything like that number of sounds."
In short, the Tempest Engine opens the door to a genuine revolution in game audio - and while there are challenges ahead in seeing the system reach is fullest potential, one thing you don't need to worry about is buying into high-end audio hardware to enjoy the experience. In the short term, the simple solution will be to use headphones: two ears, two speakers - it's all you need and the Tempest Engine will handle the rest. Going forward, Sony is optimistic about great results from virtual surround from TV speakers and sound bars, with multi-speaker systems also due for support.
However, the ambition of the surround audio system is such that we may not see its potential fully realised for some time. Processing audio via the HRTF system presents challenges in that everyone's head and ears are different. Sony has modelled HRTFs for around a hundred people to get some idea of the variation and come up with five presets for launch. A configuration tool will ensure that the best is selected for you. Obviously though, being able to input your own HRTF will present the ultimate experience - and achieving this is ongoing research.
"Maybe you'll be sending us a photo of your ear, and we'll use a neural network to pick the closest HRTF in our library," suggests Mark Cerny. "Maybe you'll be sending us a video of your ears and your head, and we'll make a 3D model of them and synthesise the HRTF. Maybe you'll play an audio game to tune your HRTF, we'll be subtly changing it as you play, and home in on the HRTF that gives you the highest score, meaning that it matches you the best. This is a journey we'll all be taking together over the next few years. Ultimately, we're committed to enabling everyone to experience that next level of realism."
Inside PlayStation 5: the specs and the tech that deliver Sony's next-gen vision
Sony has broken its silence. PlayStation 5 specifications are now out in the open with system architect Mark Cerny deli…
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