- 精华
- 3
- 帖子
- 12894
- 威望
- 7 点
- 积分
- 14464 点
- 种子
- 514 点
- 注册时间
- 2010-5-20
- 最后登录
- 2024-2-6
|

楼主 |
发表于 2020-11-17 09:35 · 北京
|
显示全部楼层
本帖最后由 lucky☆star 于 2020-11-17 10:09 编辑

http://www.redgamingtech.com/xbo ... -memory-audio-more/
https://www.neogaf.com/threads/n ... d.1480978/page-2802
SOC Specs - MS Designed HW Engines
Audio:greater SPFP HW math than ALL 8x CPUs in Xbox One X
CFPU2:2x 4-way FP SIMD DSPs,4x FP engines
programmable,high throughput comlution,FFT,reverb,frequency domain audio
MOVAD:Opus real-time decoder,sample rate converter
>300x real-time channels of Opus HW decoder
>100db SNR SRC/pitching HW real-time perf matched to Opus decoder
Logan:4x DSP **,SRC,audio FX,XMA decoder
>300x real-time channels of XMA HW decoder
The slide from Microsoft here is very interesting, as Microsoft states that the SPFP HW math performance is greater than all of the Xbox One X CPU ** working together. In many ways, a lot of what Microsoft are claiming here seems quite close to what Sony are able to offer for the PS5, though technically if the FP math is accurate from Microsoft, the FP performance of their audio component is actually more than the PS5, because the CPU clocks of the Xbox One X is 2.3GHz for its jaguar CPU, 600mhz faster than that of the PS5. Microsoft haven’t made the same HRTF claims as Sony, but right now drawing direct comparisons is quite tricky.
Microsoft created 3 audio engines, CFPU2, MOVAD and finally Logan. The first is for audio convolution, FFT and finally reverb, MOVAD team green refers to as a ‘hyper real-time hardware audio decoder’ and is capable of 300X channel simultaneous decoding, and boasts a signal to noise ratio of over 100dB
Logan also comprised of 4x DSP **, and capable of a plethora of tasks including audio FX, and XMA Decode. Again, Microsoft states here that it’s able to achieve 300x real-time channels of XMA hardware decoding.
Microsoft’s mention of 300x real-time channels, for example, might seem considerably less than the 5000 sound sources of Sony, but Cerny also makes a point to say that this number isn’t useful and that quality of those samples would suffer. Long story short, I would say that the audio components of both consoles will be a leap ahead of what we have now, but we lack a lot of the finer details necessary to draw deep parallels between the two solutions.
简单翻译一下。
微软这里的幻灯片非常有意思,微软表示SPFP HW的数学性能比所有Xbox One X的CPU核心一起工作还要大。从很多方面来说,微软在这里宣称的很多东西似乎和索尼能够为PS5提供的东西相当接近,不过从技术上来说,如果微软的FP算力准确的话,他们的音频组件的FP性能实际上要比PS5更强,因为Xbox One X的CPU时钟是2.3GHz的美洲豹CPU,比PS5快600mhz。微软还没有提出和索尼一样的HRTF说法,但现在直接比较是相当棘手的。
微软创建了3个音频引擎,CFPU2、MOVAD和最后的Logan。首先是用于音频卷积、FFT和最后的混响,MOVAD团队绿指的是 "超实时硬件音频*",能够实现300X通道同时解码,并拥有超过100dB的信噪比。
Logan同样由4个DSP核心组成,能够完成包括音频特效、XMA解码在内的大量任务。同样,微软在这里表示,能够实现300倍实时通道的XMA硬件解码。
比如微软提到的300倍实时通道,可能看起来比索尼的5000个音源少了不少,但Cerny也特别指出,这个数字并没有用,这些采样的质量会受到影响。长话短说,我想说的是,这两款游戏机的音频组件将比我们现在所拥有的东西有一个飞跃,但我们缺乏很多必要的细枝末节,无法在这两种解决方案之间得出深刻的相似之处。
To be honest, even if the audio chip on XSX is as good as the Tempest, they don’t seem to put the same effort into HRTF as Sony. Sony mapped hundreds of HRTFs, are clearly making it part of the system itself and even filled a patent for an HRTF database.
说实话,就算XSX的音频芯片和Tempest一样好,他们在HRTF上的投入似乎也不如索尼。索尼绘制了上百个HRTF,很明显是把它作为系统本身的一部分,甚至还填了一个HRTF数据库的专利。
这个部分,索尼是要自己做HRTF没错,但Windows Sonic也有自己的HRTF,另外还可以用Dolby和DTS的HRTF。
也就是PS5可以用一个(要用其他的也可以,需要外设),Xbox可以选择三种(Dolby、DTS需要内购,但不需要买外设,价格上能便宜)。当然Windows还有THX和其他可选。
很多人对这个可能有误解,索尼最终还是要做一个通用HRTF在通过用户配置简单调整的。HRTF涉及到非常多的测量,拍个耳朵能测量颅骨吗?现在所有HRTF算法都是作出一个通用的,当然未来可能出现更多个性化选项,例如年龄身高等等。但是目前没有证据Tempest Engine会支持这种个性化配置。这个耳道拍照主要是能改善一点高度模拟效果。
但是效果因人而异,如果耳朵和标准HRTF差异较大可能能有比较明显的提升。
可以说每个人喜欢的味道不同,就和影视资源一样。有人喜欢Dolby味,有人喜欢DTS味,就是这个道理。
所以每种HRTF算法说是具有各自的优势,也不为过。因为适合不同的人。 |
|