Here's 20 minutes of 5.1, 24-bit, 96 kHz Stellar Overload recorded using Audacity on Realtek AC1150:
https://mega.nz/#!yYIFjTbS!z-HW66fH-itXNsuj38w9QInxDbW5PJWqne0_CDeuQlQ
The game sounds good through Klipsch Pro Media Ultra 5.1 via Realtek AC1150 and Razer Carcharias via Schiit Modi 2/Magni 2 audio stack.
Sorry, but that's 20 minutes of pointless sound recording. And yet again, proving my point you don't understand it. Jesus. If you don't see the image, sound recording is pointless because there is no visual environment context to it. You could be running through forest, through cave and through metallic structure and it all sounded the same. I can only assume from sound where you were walking in a game. Which to me sounded exactly the same environment through entire 20 minutes. Footsteps had the exact same tone through entire recording and environments probably changed, yet sound didn't. EAX based games always had vast variations of environmental effects to the sound in given area depending on its type and size. There is a huge difference between individual sounds "sounding good" and awesome immersive sound that truly connects with the graphically represented world. With EAX sound and visuals always felt connected. With current software crap, it feels like it's there just because it has to be, but they put like zero effort into it. It's just there and it's all meh.
Here's a proper difference between software crap and EAX 4.0:
Pay attention to environmental effects and how they align with the environment you're actually in. Especially pay attention to difference in environmental effect on sound as the player steps through the bulkhead door into a different room with different acoustic properties than the last one. You couldn't sense anything like this in your recording and I assume you did walk through different areas that should change acoustic properties.
And another with UT99:
Pay attention how reverberation changes depending on room size and type. Large halls reverb a lot more than small ones, however the drainage pipe in the end sounds entirely differently than the small cubicle section before, despite both being small rooms, but they arent' shaped the same and they affect the sound differently.
Thief 3 Deadly Shadows:
If you don't hear the difference...
Again, I am speaking purely from a source accuracy perspective. This differs entirely from what an end user wants in gaming. Please stop assuming I don't get it, I do.
I'm not assuming, I'm SEEING. Source accuracy means that if you're standing in a sewer within a game, it should sound like one. With all the fancy software environmental effects, it just doesn't. It all sounds exactly the same dull and generic and doesn't give sensation you're in any kind of environment. This is all I'm going about for 3 pages now.