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发表于 2016-10-20 18:56 · 北京
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本帖最后由 dision 于 2016-10-20 19:03 编辑
实测过,来给LZ解答一下
目前所有对PS4进行音频解码的功放也好HW700DS也好
VR启动以后直接强制停止解码,一切输出变成LPCM 2.0
用什么***都没用
主要原因是VR自己的解码终端中有一套非常复杂的音频处理芯片
靠这套方案实现了非常好的2声道耳机模拟3D空间的效果
为了增加临场感所以直接停掉了PS4的硬件解码,留出机能给其他需要处理的内容
因为大多数人用的是功放解码,而功放解码的话音箱的距离决定了部分VR游戏的实际空间感错位
最好的例子就是《夏日课堂》还有《蝙蝠侠VR》里的接听电话的要素
一开始我也不能理解SONY为什么这么做,但玩了几个游戏以后我才明白这么做是对的
http://www.polygon.com/2016/3/16 ... processing-unit-ps4
具体可以看这篇文章,里面讲到了那个VR的处理器盒子里其实根本没有任何图形处理单元
反倒是塞了一大堆的音频***和处理器,以及可以实现同时输出多路视频信号的HDMI分配装置
First, the box handles processing of object-based 3D audio. Baked into the device is all the intelligence to feed directional sound to players in real time. Developers don't need to account for where the player is looking; they simply stick an audio source in the virtual space and the processing unit takes care of attuning those sources on the fly.
"All the major headsets do this," Norden said, "but we've added our own special sauce. [...] You can hear elevation easily. Players can actually point where you think a sound is coming from."
That directional audio output, he was careful to add, is only available to the 3.5 mm headphone jack on the headset itself. |
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