- Joined
- Apr 19, 2018
- Messages
- 1,227 (0.50/day)
Processor | AMD Ryzen 9 5950X |
---|---|
Motherboard | Asus ROG Crosshair VIII Hero WiFi |
Cooling | Arctic Liquid Freezer II 420 |
Memory | 32Gb G-Skill Trident Z Neo @3806MHz C14 |
Video Card(s) | MSI GeForce RTX2070 |
Storage | Seagate FireCuda 530 1TB |
Display(s) | Samsung G9 49" Curved Ultrawide |
Case | Cooler Master Cosmos |
Audio Device(s) | O2 USB Headphone AMP |
Power Supply | Corsair HX850i |
Mouse | Logitech G502 |
Keyboard | Cherry MX |
Software | Windows 11 |
I was there too, I also read the reason for MS's decision, that Creative's drivers were the No1 reason for bluescreen crashing in Windows, next to printers and scanners. And yes, MS went nuclear and that was a massive shame that Windows Audio has never recovered from.Not defending Creative here, not sure why you’d think that. I was there while the whole thing was happening. Their drivers WERE trash, nobody argues that, but MS took a nuclear option in this regard and, more importantly, didn’t even try to create some sort of compromise solution that would allow for HW acceleration of audio while still running the driver in user mode.
But yeah, Creative is to blame too with their awful drivers and stifling competition. I remember back then thinking that maybe MS was angling to create their own solution and implement it in DirectSound, but that obviously didn’t happen.
MS should lay a framework API for hardware accelerated audio inside Direct-X and design a strict driver foundation to utilise it. But sadly MS has almost no competent coders/devs, so they don't know how to do it, and probably couldn't get the budget for it anyway, even if they wanted to. The interesting thing is that the XBox consoles have had hardware Audio for years now, so there must be an API, MS just refuses to make it public. Maybe Windows 12, but I won't hold my breath.
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