A9VG电玩部落论坛

 找回密码
 注册
搜索
楼主: a9vgsux

请不要误导,现阶段PSVR音效无法用5.1或7.1方式解码定位,更新指向性话筒实验视频

 关闭 [复制链接]
该用户已被禁言

精华
0
帖子
306
威望
0 点
积分
319 点
种子
5 点
注册时间
2007-10-18
最后登录
2020-3-23
发表于 2016-10-26 02:37  ·  四川 | 显示全部楼层
a9vgsux 发表于 2016-10-26 02:33
既没有实际检验来的结果来***我已经实验过的结果,也拿不出理论上的论据,于是就开始东拉西扯,真是套路 ...

反驳了你,然后你只能复读机而已,匆回匆回,你自己倒是抢着回。

精华
0
帖子
1984
威望
0 点
积分
2133 点
种子
5 点
注册时间
2012-3-26
最后登录
2018-12-31
发表于 2016-10-26 08:51  ·  广东 | 显示全部楼层
用5.1玩vr确实有的游戏定位有问题,不过我只发现一个,就是工作模拟器,不过我还是会选择耳机,因为沉浸感比音响强,玩vr不就图个沉浸感么

精华
0
帖子
558
威望
0 点
积分
564 点
种子
12 点
注册时间
2013-10-11
最后登录
2025-1-15
发表于 2016-10-26 10:39  ·  河北 来自手机 | 显示全部楼层
楼主被人带歪了节奏,楼主说的是音响在vr游戏里无法准确定位,另两人说的是无法定位是软件的错。既然本帖的主题双方都认可了,还有啥可吵的?
该用户已被禁言

精华
0
帖子
1647
威望
0 点
积分
1648 点
种子
0 点
注册时间
2016-5-18
最后登录
2018-10-29
 楼主| 发表于 2016-10-26 11:10  ·  北京 | 显示全部楼层
sakai0346 发表于 2016-10-26 10:39
楼主被人带歪了节奏,楼主说的是音响在vr游戏里无法准确定位,另两人说的是无法定位是软件的错。既然本帖的 ...

因为我说,绝对不仅仅是一个软件就能解决的事,不然SONY不会专门弄个黑盒子处理音频

精华
0
帖子
1309
威望
0 点
积分
1408 点
种子
5 点
注册时间
2008-8-26
最后登录
2017-11-7
发表于 2016-10-26 11:30  ·  天津 | 显示全部楼层
a9vgsux 发表于 2016-10-26 11:10
因为我说,绝对不仅仅是一个软件就能解决的事,不然SONY不会专门弄个黑盒子处理音频 ...

网上百度看看那个黑盒子拆解

看看那盒子都干啥用的
该用户已被禁言

精华
0
帖子
1647
威望
0 点
积分
1648 点
种子
0 点
注册时间
2016-5-18
最后登录
2018-10-29
 楼主| 发表于 2016-10-26 11:37  ·  日本 | 显示全部楼层
forlove80 发表于 2016-10-26 11:30
网上百度看看那个黑盒子拆解

看看那盒子都干啥用的

人一旦中了邪,什么事实都不管了?
http://www.polygon.com/2016/3/16 ... processing-unit-ps4
Sony has kept mum on the capabilities of PlayStation VR's processing unit to this point, but the company finally provided some details on the box during a presentation today at the 2016 Game Developers Conference.

"It is not extra GPU power [or] CPU power," said Chris Norden, senior staff engineer at Sony. "It is certainly not a PlayStation 4 expansion unit or upgrade."

Norden added, "Actually, it's not really accessible to the developer in any way," noting that "the PlayStation 4 is perfectly capable of [running games at] 120 Hz."

Sony's been so secretive about the box, which is officially called the "processor unit," that we weren't even allowed to take photos of it as recently as December. The company provided the dimensions of the box yesterday, following the announcement of the PlayStation VR price and release window: The processor unit is about the size of four CD jewel cases stacked together.

So what does the processor unit do? A slide in Norden's presentation explained for the first time all of its functions.

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.


MUST READ

The making of PlayStation VR
"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.

The processing unit also handles the display of the "social screen," which is Sony's term for the second screen that you may use with PlayStation VR. The box enables the PS4 to simultaneously output an image to the headset and, say, a television, at the same time.

The social screen can function in two modes. In "mirror mode," that second screen is fed an "undistorted, cropped and scaled image of the right eye of the display," which allows those in the room, but outside of VR, to share in the experience. The "separate mode" outputs a completely different audio and video stream to the social screen that runs in 720p at 30 frames per second.

Norden stressed to the developers in the room that they would need to exercise restraint when building experiences for separate mode.

"You're not going to get Uncharted 4 visuals at 60 hertz, at 1080p [in the headset], and then render out another 1280 by 720 buffer," Norden said. "You're going to have to scale things back [in separate mode]."

Finally, it's the processing unit that handles the display when the PlayStation VR headset is being used in cinematic mode.

精华
0
帖子
1309
威望
0 点
积分
1408 点
种子
5 点
注册时间
2008-8-26
最后登录
2017-11-7
发表于 2016-10-26 11:42  ·  天津 | 显示全部楼层
a9vgsux 发表于 2016-10-26 11:37
人一旦中了邪,什么事实都不管了?
http://www.polygon.com/2016/3/16/11247288/playstation-vr-processi ...

你是太容易激动了


我就是让你看看拆解,看看这个是干啥用的

你发一堆英文想说明什么?
该用户已被禁言

精华
0
帖子
1647
威望
0 点
积分
1648 点
种子
0 点
注册时间
2016-5-18
最后登录
2018-10-29
 楼主| 发表于 2016-10-26 11:45  ·  北京 | 显示全部楼层
本帖最后由 a9vgsux 于 2016-10-26 12:04 编辑
forlove80 发表于 2016-10-26 11:42
你是太容易激动了


看不懂我给你翻译一下,SONY工程师说这个盒子 主要用来处理3D音效 剩下的就相当只是个略带处理的HDMI一分二
这盒子没有任何GPU CPU加成给PS4,所有图像渲染都是PS4独立完成的,包括插帧到120FPS

你想靠HDMI和USB3.0那点带宽处理视频吗?

并且还说开发者不需要自己去写程序处理3D音频,只用把环绕音频输入到盒子,完全靠盒子后期处理

一个问号就让你觉得我激动了??????????那多打几个好了

精华
0
帖子
1061
威望
0 点
积分
1217 点
种子
52 点
注册时间
2006-4-30
最后登录
2025-1-15
发表于 2016-10-26 14:09  ·  上海 | 显示全部楼层
karlzst 发表于 2016-10-26 01:54
嗯,其实你比SONY聪明,不,应该比全世界所有人都聪明。
这样怼人增加不了你任何的说服力,你想说服人就 ...

虽然我跟你的思路是一样的,但是还是要指出你说的错误的地方,VR的视角控制和以前摇杆控制视角在音频处理时候还是有区别的,要是用耳机的话,音频处理和以前一样,但是VR的话音频处理就必须改变了,因为以前的游戏始终还是在电视屏幕上呈现出来,摇杆控制视角的时候音频的处理方式跟耳机是一样的,都需要实时变换声场定位,只有VR的视角转换不需要实时变换声场,只有VR游戏的声场是只针对身体方位的改变做实时处理

精华
0
帖子
4589
威望
0 点
积分
4705 点
种子
5 点
注册时间
2010-10-15
最后登录
2020-12-13
发表于 2016-10-26 20:41  ·  湖北 | 显示全部楼层
sakai0346 发表于 2016-10-26 10:39
楼主被人带歪了节奏,楼主说的是音响在vr游戏里无法准确定位,另两人说的是无法定位是软件的错。既然本帖的 ...

然而并不是这样:如果楼主说的是PSVR软件无法在环绕声音响系统实现准确定位就是OK的
您需要登录后才可以回帖 登录 | 注册

本版积分规则

Archiver|手机版|A9VG电玩部落 川公网安备 51019002005286号

GMT+8, 2025-1-16 02:43 , Processed in 0.189198 second(s), 16 queries , Redis On.

Powered by Discuz! X3.4

Copyright © 2001-2020, Tencent Cloud.

返回顶部