Hanzo_The_Ninja t1_j2c8bhu wrote
This is far more processor intensive than you realize. For example if you have five players in a game, each in different areas with unique materials and sound reflections (eg: upstairs, ground floor, basement, backyard, and front yard) that are all shouting out to one another, then you have to apply precise filter and reverb/echo effects to twenty audio streams in realtime. This is achievable but the processor cost can quickly get out of hand. And how do you deal with audio input lag?
ThoughtsAtRandom OP t1_j2c9ws3 wrote
I can see how we would need a major leap forward in a few technologies to pull it off.
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