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Games that have raytraced audio
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rusty_shackleford
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Games that have raytraced audio
Is there a list anywhere?
I know a lot of games used to have better audio physics thanks to it being pushed by creative(RIP EAX.) I couldn't tell you if it was actually raytraced.
Quick rundown on raytraced audio:
Steam's Audio library also appears to offer ray-traced audio, I'd need to dig into that further and see if any games make use of that feature
I know a lot of games used to have better audio physics thanks to it being pushed by creative(RIP EAX.) I couldn't tell you if it was actually raytraced.
Quick rundown on raytraced audio:
Steam's Audio library also appears to offer ray-traced audio, I'd need to dig into that further and see if any games make use of that feature
Thank you for your attention to this matter!
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Modern game devs don't give a **** about audio quality. It's a complete afterthought to them.
**** Creative. A3D was way better, but they bought Aureal and then killed itrusty_shackleford wrote: ↑ July 29th, 2025, 14:30Is there a list anywhere?
I know a lot of games used to have better audio physics thanks to it being pushed by creative(RIP EAX.) I couldn't tell you if it was actually raytraced.
Quick rundown on raytraced audio:
Steam's Audio library also appears to offer ray-traced audio, I'd need to dig into that further and see if any games make use of that feature
Last edited by GhostCow on July 29th, 2025, 22:32, edited 1 time in total.
☆HQ Defense Force☆
Dam, this has actually never (at least not off top of my head) occurred to me that you could have RT audio.... Having seen the kind of impact RT shading/lighting and reflections can have, that'd be actually some of the best uses of RT technology considering how bad audio is in so many games, especially the ones that would benefit from accurate audio representation.
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Raytraced liquids?
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logincrash wrote:I genuinely hope you die a painful death. The sooner you are killed, the better.
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If they could raytrace plot maybe they'd give half a thought about it
Raytraced writing.Atlantico wrote: ↑ July 30th, 2025, 20:40If they could raytrace plot maybe they'd give half a thought about it
Last edited by DecadeRiptide on July 30th, 2025, 21:32, edited 1 time in total.
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ँ़── .✦.𖥔 ݁ ˖
ँ़── ✡︎ ݁ ˖
logincrash wrote:I genuinely hope you die a painful death. The sooner you are killed, the better.
.𖥔 ݁ ˖ThulsaDoomer wrote:Please visit a scenic bridge and plummet into its pristine waters. In fact, I'm not requesting, just do it.
Raytraced lazors!
I think if they made the game's audio ultra-realistic, people would actually get weirded out by it because they're not used to it. Players would be perplexed by getting hit by bullets they can't hear only to hear the gunshots afterwards.mercerxiv wrote: ↑ July 29th, 2025, 22:40Dam, this has actually never (at least not off top of my head) occurred to me that you could have RT audio.... Having seen the kind of impact RT shading/lighting and reflections can have, that'd be actually some of the best uses of RT technology considering how bad audio is in so many games, especially the ones that would benefit from accurate audio representation.
Thought this was a shitpost but instead I learned something. It would be nice to see something akin this implemented in games like Gloomwood but that's wishful thinking.
That is correct, but if we never innovate out of fear that people will not like new and will want to stick with what they're used to then we will never move anywhere. Better break that stupid conditioning sooner rather than later if possible.Norfleet wrote: ↑ July 30th, 2025, 21:55I think if they made the game's audio ultra-realistic, people would actually get weirded out by it because they're not used to it. Players would be perplexed by getting hit by bullets they can't hear only to hear the gunshots afterwards.
I have heard that crap excuse before that "players have complained that realistic audio stopped them from being able to hear someone as much as breathe through walls, floors, and ceilings". Sure, it's fine for the games that don't make much use of audio, but I think for something like EFT or similar tactical shooter experience where listening to the sounds around you can mean the difference between life or death I'd like to get the realistic sound model. In those games I don't care what's more mlg420noscope, I want realism and immersion. The mlg crowd can go play call of duty with all their ridiculous skins, they will probably have a jolly good time.
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logincrash
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Does this also add 50% load on GPU and CPU only for the tiniest difference that I wouldn't be able to hear through my literally $1 earbuds anyway like regular raytracing does with shadows/reflections?rusty_shackleford wrote: ↑ July 29th, 2025, 14:30Is there a list anywhere?
I know a lot of games used to have better audio physics thanks to it being pushed by creative(RIP EAX.) I couldn't tell you if it was actually raytraced.
Quick rundown on raytraced audio:
Steam's Audio library also appears to offer ray-traced audio, I'd need to dig into that further and see if any games make use of that feature
"Oh, it all makes sense now, brother."
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rusty_shackleford
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Should theoretically be rather negligible, maybe a couple dozen raycasts, doesn't need to be updated very frequently(probably at least a couple hundred milliseconds)logincrash wrote: ↑ July 30th, 2025, 22:53Does this also add 50% load on GPU and CPU only for the tiniest difference that I wouldn't be able to hear through my literally $1 earbuds anyway like regular raytracing does with shadows/reflections?rusty_shackleford wrote: ↑ July 29th, 2025, 14:30Is there a list anywhere?
I know a lot of games used to have better audio physics thanks to it being pushed by creative(RIP EAX.) I couldn't tell you if it was actually raytraced.
Quick rundown on raytraced audio:
Steam's Audio library also appears to offer ray-traced audio, I'd need to dig into that further and see if any games make use of that feature
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
It'd certainly more expensive to do than regular raytracing, since with regular raytracing, the rays are assumed to propagate nigh-instantaneously, which is mostly true at human-interactable ranges for light, but very much not true for sounds, so now you have a temporal component to your raytracing.mercerxiv wrote: ↑ July 30th, 2025, 22:45That is correct, but if we never innovate out of fear that people will not like new and will want to stick with what they're used to then we will never move anywhere. Better break that stupid conditioning sooner rather than later if possible.
I have heard that crap excuse before that "players have complained that realistic audio stopped them from being able to hear someone as much as breathe through walls, floors, and ceilings". Sure, it's fine for the games that don't make much use of audio, but I think for something like EFT or similar tactical shooter experience where listening to the sounds around you can mean the difference between life or death I'd like to get the realistic sound model.
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logincrash
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Erm, can you repeat that in English, Einstein?rusty_shackleford wrote: ↑ July 30th, 2025, 23:00Should theoretically be rather negligible, maybe a couple dozen raycasts, doesn't need to be updated very frequently(probably at least a couple hundred milliseconds)logincrash wrote: ↑ July 30th, 2025, 22:53Does this also add 50% load on GPU and CPU only for the tiniest difference that I wouldn't be able to hear through my literally $1 earbuds anyway like regular raytracing does with shadows/reflections?rusty_shackleford wrote: ↑ July 29th, 2025, 14:30Is there a list anywhere?
I know a lot of games used to have better audio physics thanks to it being pushed by creative(RIP EAX.) I couldn't tell you if it was actually raytraced.
Quick rundown on raytraced audio:
Steam's Audio library also appears to offer ray-traced audio, I'd need to dig into that further and see if any games make use of that feature
"Oh, it all makes sense now, brother."
Eh, from personal experience with game dev: it would not be much more expensive. Simulating delay should be rather straightforward once you have a path the sound should travel along calculated.Norfleet wrote: ↑ July 30th, 2025, 23:08It'd certainly more expensive to do than regular raytracing, since with regular raytracing, the rays are assumed to propagate nigh-instantaneously, which is mostly true at human-interactable ranges for light, but very much not true for sounds, so now you have a temporal component to your raytracing.mercerxiv wrote: ↑ July 30th, 2025, 22:45That is correct, but if we never innovate out of fear that people will not like new and will want to stick with what they're used to then we will never move anywhere. Better break that stupid conditioning sooner rather than later if possible.
I have heard that crap excuse before that "players have complained that realistic audio stopped them from being able to hear someone as much as breathe through walls, floors, and ceilings". Sure, it's fine for the games that don't make much use of audio, but I think for something like EFT or similar tactical shooter experience where listening to the sounds around you can mean the difference between life or death I'd like to get the realistic sound model.
If you have the path, then it's a trivial matter to find out its length. Knowing its length it's trivial to do a simple calculation using distance and speed of sound to get a proper delay. Ofc this would be a very simplistic version of it, but I imagine it'd still be by a mile better than sound travelling through thick walls.
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The catch is that you don't necessarily. If the player is moving at significant speed, that path doesn't hold true and the sound may thus miss the player entirely. Not terribly much of a problem with light since most games don't let players go anything close to lightspeed, but supersonic and near-supersonic movement absolutely exists.mercerxiv wrote: ↑ July 30th, 2025, 23:19Eh, from personal experience with game dev: it would not be much more expensive. Simulating delay should be rather straightforward once you have a path the sound should travel along calculated.
You would have to move at a considerable speed or distance for it to matter when we are talking about speed of sound.Norfleet wrote: ↑ July 31st, 2025, 01:35The catch is that you don't necessarily. If the player is moving at significant speed, that path doesn't hold true and the sound may thus miss the player entirely. Not terribly much of a problem with light since most games don't let players go anything close to lightspeed, but supersonic and near-supersonic movement absolutely exists.mercerxiv wrote: ↑ July 30th, 2025, 23:19Eh, from personal experience with game dev: it would not be much more expensive. Simulating delay should be rather straightforward once you have a path the sound should travel along calculated.
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Considering how many fighter planes, superheroes, and wizards are present in games, this case would come up pretty often. Even lower speeds can create very observable Doppler effects.mercerxiv wrote: ↑ July 31st, 2025, 05:34You would have to move at a considerable speed or distance for it to matter when we are talking about speed of sound.
Last edited by Norfleet on July 31st, 2025, 08:22, edited 1 time in total.
Wave-trace
