- Joined
- Oct 2, 2004
- Messages
- 13,959 (1.84/day)
System Name | Dark Monolith |
---|---|
Processor | AMD Ryzen 7 5800X3D |
Motherboard | ASUS Strix X570-E |
Cooling | Arctic Cooling Freezer II 240mm + 2x SilentWings 3 120mm |
Memory | 64 GB G.Skill Ripjaws V Black 3600 MHz |
Video Card(s) | XFX Radeon RX 9070 XT Mercury OC Magnetic Air |
Storage | Seagate Firecuda 530 4 TB SSD + Samsung 850 Pro 2 TB SSD + Seagate Barracuda 8 TB HDD |
Display(s) | ASUS ROG Swift PG27AQDM 240Hz OLED |
Case | Silverstone Kublai KL-07 |
Audio Device(s) | Sound Blaster AE-9 MUSES Edition + Altec Lansing MX5021 2.1 Nichicon Gold |
Power Supply | BeQuiet DarkPower 11 Pro 750W |
Mouse | Logitech G502 Proteus Spectrum |
Keyboard | UVI Pride MechaOptical |
Software | Windows 11 Pro |
Tangential, but here's where iTunes and especially Tidal comes in. We're talking games I know, but I sort of hope it will spread to games. IIRC for a while it looked lile people started to care about quality more (or maybe it was my perceptiol that changed), but then they didn't.
We used to have WAV already for game sounds. But unfortunately not 16bit 44.1kHz. It was usually 22.05 kHz. Would be nice if they used FLAC and went full quality with audio. If we tolerate games consiting 85% of texture files which can go up to almost 100GB in size, I see no reason why audio shouldn't be allowed to expand for few GB. It has always been neglected since Microsoft thrashed Direct3D and essentially killed EAX entirely. Back when EAX and A3D existed, companies at least cared about audio a bit. After that, it's basically there just because it has to be, but no one really cares much about it. Which is a shame because for me, audio aspect of game experience is as large as visual one. But since it's not in your face, not even people care. Which is again a shame. They don't even realize how much audio helps with immersion and whole experience.