| To: HedgeCola who wrote (948) | 3/19/1999 6:27:00 PM | | From: chris431 | | | |
Game Developer Conference Report... David Gasior has made a HUGE post to A3D Central regarding what he saw at GDC. This is a very, very good read, so go check it out.
Above is from 3dai.com David Gasior is from Aureal Developer Relations.
A direct link to the article is 3dfiles.com
Full Post Below Game Developers Conference Report By David Gasior
For those of you who don't know, this week marked the 13th Annual Game Developers Conference. Basically one of these big shows like Comdex, but geared toward the game developer. Of course, Aureal had a booth at the show, as well as all the major audio players. Anyway, I thought I would give my own little recap, highlighting what I took away from this show, from an insider's point of view. Please bear in mind that I write this at 12:40 in the morning after leaving the Microsoft party, so my grammar and spelling may not be anywhere near accurate (or English even)!
AUREAL We kicked ass!!! Just kidding. :) We had a nice booth - mid sized. Three game pods were up and showing off Unreal Tournament (with A3D 2.0 support), Slave Zero (with A3D 1.x), Heretic II Enhancement Pack (A3D 2.0), Sin: Wages of Sin (A3D 2.0), and the wavetracing demo (which surprisingly was one of the biggest draws for developers). We also had Flatland in our booth showing off A3D 2.0 in their 3DML engine. We also demoed A3D Pro, our Digidesign Pro Tools plug in for the Mac. And of course, the big thing was the A3D 2.0 SDK.
We had lots of traffic, got the chance to meet a lot of the guys from the web sites (although I was disappointed that Kenn and Thresh from Firing Squad didn't make their way by - or at least I didn't see them), and met with more developers than I will ever remember to email when I get back to the office. I am so bad with names; I hope they will forgive me when I totally forget who they were! People were extremely friendly and seemed very impressed. Like I said, everyone loved the wavetracing demo. Unreal Tournament was kinda cool too. :) On top of that, we probably gave out about 1000 SDKs for A3D 2.0. I think we're going to see some really cool A3D 2.0 titles. Gosh, there are so many I wish I could just spill the beans on, but arggghh ... soon, grasshopper, soon ...
One of the highlights that sticks out for me was having Mark Rein (one of the creators of Unreal, from Epic Games) sitting in our pod playing Unreal Tournament. He really was doing a great job of showing off UT for us. The game looks great, and our initial A3D 2.0 support sounded great as well. But just watching Mark sitting there playing was simply fantastic.
The other highlight was having Jake Simpson (talented programmer for Heretic II) playing Heretic II in our pod. He was spawning monsters and using the sword-like weapon to just start slicing through them. He was flipping and spinning Corvus all around; it was like watching one of those great martial arts movies. Not that Jackie Chan stuff, but real serious martial arts. It was great.
We held a sponsored session on A3D 2.0. We had let one of our software partners borrow a set of speakers that we were going to use for our first session (we had two scheduled) so we had to borrow some ourselves for the first session, but when we plugged the speakers into our session demo system, it fried the hard drive! So, unfortunately, we had to cancel that session. David Sparks and two other employees of Creative Labs came to our sponsored session, but didn't ask any questions or stick around afterwards.
CREATIVE LABS I could write pages and pages about Creative Labs, but I'll just pick the more interesting things.
1) EAX Session: I attended the EAX session (hosted by Creative and presented by David Sparks) with our Developer Support Manager. After getting past the few jokes the other attendees made about us being there, the session got under way. It was way too long and David unfortunately seemed out of his element. Apparently, Jean-Marc Jot, the Chief 3D Audio Scientist, was supposed to give the talk but something happened and David gave it instead. Not that he was bad - just that he wasn't quite sure of some things. There was a lot of information provided, but it was more a high level overview. What I found the most interesting were:
- EAX 2.0 kind of went away since everything in it is in I3DL2, so the EAX 2.0 drivers Creative will release in April will be I3DL2-compatible, although they seemed a little unsure about this. EAX 3.0 will be the next step, with a full SDK to be released at Creativity in May 1999. Creativity is a Creative-sponsored event that is invitation-only, so I'll be waiting for mine. :)
- David was very good about *not* bashing the geometrical model that Aureal is using; he simply said that Creative did not think it was the best way to do it. Fair enough. He pointed out why Creative feels their statistical model is better. However (and this is a BIG however), in order to do occlusions and obstructions, the programmer will need to use room geometry. Creative will expose "small knobs" for the developer to create the occlusion effect they want, but while EAX can create the effect, it will still be up to the developer to program in an occlusion engine! Currently, EAX has no mechanism for doing this automatically like A3D 2.0's wavetracing engine can. The burden falls on the developer to track the sources and the listener and determine if there is an object between them that will occlude or obstruct sound, then use tweak values to create the effect. Presumably, this must be done for each frame! So much for geometry being overkill! To me, this completely validates our model and engine.
- One of the developers asked about using multiple reverbs at the same time. Apparently (according to Dave), doing more than one reverb on the 10k1 is currently too much for the chip to handle. I found this shocking considering how they love to boast about MIPS and being programmable.
- In discussing how EAX works, David (and Jean-Marc, who was there) re-iterated that you do need to open DS3D buffers in order to apply EAX effects to them, but you don't actually need to position the sources. So, while a game boasts EAX, and technically is using DS3D, it doesn't mean there will be 3D audio - just 3D buffers created. EAX cannot be applied to 2D buffers.
- One of the slides mentioned that EAX 3.0 will now have "no need for presets". So, while the 26 EAX presets will remain, they can be fully tweaked.
- EAX 3.0 will most likely be proprietary to Creative Labs; the question was sort of skirted with a "we're not sure right now, but we think so" kind of answer.
So that was the session. I found it very interesting, and while some of the material on the slides were innacurate (at least in how it related to us, in the case of the geometrical model), I am certianly glad I attended. Also note that I and my colleague also did not ask any questions although we did stick around, leading to number 2 ...
2) Meeting with Creative. I got the chance to talk to one of my counterparts over at Creative, Liam. Like me, Liam has the title of Evangelist, and we both have the same goal - convince people to use our stuff. Simple enough. Liam was very nice, very friendly, commented on my newsgroup postings, and invited us back to the Creative booth for a demonstration. He also wanted to get a demonstration of our stuff, so we arranged for it all to happen.
I had already been to the Creative booth earlier in the day and gotten a cool reception from the staff (I guess the Aureal logo on my shirt wasn't what they wanted to see). But when we went back, it was much nicer. In addition to getting a demo of the occlusions, we also met with Bill, another Creative Evangelist. (Apparently, they have more evangelists than the Church of Latter Day Saints!!!) Anyway, the demo sounded very cool, much like our wavetracing demo without the reflections. Although, occlusions are occlusions; nothing too fancy there. Their new FPS2000 speakers looked cool, and they sounded nice, although it was very hard to hear over the noise in the area, especially with their DVD stuff a few feet from us. They had a lot in their large booth, but I think it was too much - it was really impossible to hear the audio they were trying to demo.
Anyway, David had touched on it briefly in the EAX session, but Liam and Bill mentioned that Creative was totally revamping their HRTF usage in a future driver update and that all four speakers would get HRTF filtering. My colleague asked if they would be doing crosstalk cancellation as well, but they didn't know the answer so they pulled over Jean-Marc. Then I got real confused. :) We asked Jean-Marc (who is very French, by the way, and his English seemed slightly broken) about the new 4 speaker setup and he said that it was doing HRTF filtering on all four speakers, so we asked about the crosstalk cancellation and he said no, they weren't. So my colleague said something like "oh, so you'll be doing crosstalk cancellation on the front, and HRTFs on all four" and Jean-Marc told us no, HRTF filtering was only on the front speakers. Considering that Creative doesn't do any HRTF filtering at all in 4 speaker mode right now, I though the Evangelists may have been confused, or maybe Jean-Marc misunderstood us. But then Jean-Marc gave a little smile, and basically said "Why would you want to do HRTF on all four speakers? There is really no need." So I was totally confused! I think Jean-Marc might have just misunderstood us, but we let it go.
So, anyway, then we got a demo of the new S3 Savage 4 board they are doing, and I have to say that their demo was much nicer than S3's demo. The texture compression they were showing in Half-Life looked so great, and the speed at which it was running was phenomenal. I personally prefer quality over quantity so I wasn't paying any attention to frame rate, but the game never hiccupped and looked awesome. Moving on, we went and grabbed some beers (lots of drinking this week, let me tell ya) and took Liam and Bill back to our booth to recruit them. Naw, just teasing. We brought them over to give them the demo. Basically, we looked at Heretic II, and chatted some more over the beers.
Liam had made a comment to me that he never goes to a developer and tells them not to support A3D. He feels (like I do really) that if a game developer wants to support A3D and EAX, then he should. Game developers should be doing whatever it takes to sell their game, and if supporting as many standards as possible does that, then by all means do it. I actually believe Liam was telling the truth, and I think that's great because that means that the end users benefit more. Bill and I also had a nice discussion about supporting each other's technology - I brought up the Dave Rossum interview where Dave mentioned that for us to support EAX, we had to submit samples to Creative. I told him I found that extremely hypocritcal considering Creative's emulation of A3D without providing us with samples. Since Bill and I were talking informally, I won't go into specifics of that conversation, but we also talked about a few other points about each other's hardware/software that "irked" us, and I came away understanding more from their side. I certainly hope they understood more from my perspective as well. I think the biggest thing is that we both want the same things: to provide good products, to further quality 3D audio on the PC, and to make money.
Personally, I would like to see Creative and Aureal settle their differences and play more nicely together, because I think together we can continue to leapfrog each other pushing the audio technology far beyond what it is now.
Now before it seems like I'm getting all chummy and mushy over Creative, I will say that my initial reception at Creative was very cool - plenty of stares. And I was also very disappointed that I left my business card with someone in their booth to give to Chris Owens because I did want to meet him and say hi as he and I have shared numerous newsgroup postings and email discussions, and unfortunately, it just didn't happen. Chris, you bastard! :) There were also some other stupid little squabbles between the two camps, but whatever ... moving on ...
3) Perfect scenario. This was just the best situation I could have asked for. I'm in our booth speaking with a reviewer from a larger site/publication and I'm doing the spiel about A3D and Vortex and the like and all the while, there are two Creative Labs guys sitting at our game pod playing Heretic II. Now you have to understand they look just like us. Our shirts are exactly the same except for ours have an Aureal logo - theirs have the Creative one. But the logos aren't that big, so at first glance, or from the side, you won't notice. So anyway, he and I are talking and eventually we got to EAX vs A3D - why are we better? And he brought up the Dave Rossum interview where Dave had said that while Aureal may be doing things more realistically, they've found that their perception model is preferred bu users. He said he wondered how Creative could justify that line of thinking when most reviewers are giving the nods to A3D 2.0 and the MX300. I told him I wasn't sure either, and directed his attention over to the Heretic II game pod, and pointed out the two Creative Labs employees in full Creative outfits sitting there playing the game - huge smiles on their faces commenting on how cool it was and how great it sounded. It was perfect. He laughed, and I hope he makes comment on it because it was just the best.
Anyway, to wrap up Creative, I want to thank Liam and Bill for taking the time to chat and demo for us. Hopefully, we'll see and talk to them again, because while we still are competitors, its much nicer when everyone is friendly in this community.
SENSAURA Peter Clare kicked my ass for calling ignorant!!! :P Actually, the folks at Sensaura were great. Peter (who did bring up my comment about him, though jokingly) and Adam and Neela were all very friendly and demoed their MultiDrive technology for us. After hearing it, I've decided to go work for them now. Woo, I'm getting really punchy now that its 1:30 in the morning!!! But seriously, their effect was very nice. I can't say it was better or worse than ours, but it is certainly better than any of our other competitors (who basically have sucked). I'd love to do some A/B comparisons with our stuff. As I said in a previous post, I hope their partnership with ESS doesn't doom them since ESS continually churns out crap. Sensaura shared a small booth with ESS, and while Canyon3D was all over the booth, I don't know if they had any for demo or not. Didn't really talk to anyone from ESS, although I did meet two of their team at the Microsoft party. (When you're trashed, everyone's a friend!)
Again, I want to thank Peter, Adam, and Neela for their time as well. They had the funniest t-shirts too.
VLSI Not much to say about them other than they are either really really stupid, or I just kept walking by at the wrong time. Seriously, every time I walked by their little booth (which was about 20 feet behind ours), they were demoing the game Forsaken. Hey, there's a great idea - show off your new chipset, dubbed the first true 3D audio accelerator (I know, ESS says the same thing about Canyon 3D - let em fight it out), with a game that doesn't support 3D audio!!! I was with a friend (not in the gaming or audio industries) who I went around with for an hour today just to show him around and get free t-shirts (the real reason anyone goes to these things) and sent him up to ask if it was a special version of Forsaken (maybe they got 3D audio put in it for them) and they tolf him it was the retail version that he could buy in the store. He listened to it and told me it sounded crappy. He has the Xitel Storm Platinum card, so he knows what A3D sounds like. I didn't bother listening myself because I think its going to die a quick death soon anyway.
TRIDENT Not there. No one cares. Don't buy a 4DWave chipset-based sound card. Really.
CRYSTAL Not there. Wish they were since I used to really like their chipsets, but I think Cirrus is just killing them off.
YAMAHA I think they had a suite for press and OEM only - no real display. So I didn't check them out.
AND JUST SOME GAMES ... Quake III - looked very cool Unreal Tournament - looked very cool Prince of Persia 3D - looked very cool Drakan - looked cool (when it didn't lock up on ATI's systems) Homeworld - my friend was just in awe!
And with that, its 2:20 in the morning. I hope you enjoyed a little look at GDC, from the perspective of someone other than your average reviewer. The future of PC audio continues to look great.
Now I'm going to go sleep until Monday! :)
------------------------------------------------------------ David A Gasior h: dgasior@home.com Developer Relations, Aureal w: dgasior@a3d.com ------------------------------------------------------------ Please note that this post reflects my own opinions, and not necessarily those of my employer. If they want to share any thoughts, they can post their own messages! :) |
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| To: Artslaw who wrote (947) | 3/19/1999 6:59:00 PM | | From: chris431 | | | |
Highlights & My Comments regarding Game Developers Conference Report by David Gasior
"On top of that, we probably gave out about 1000 SDKs for A3D 2.0. I think we're going to see some really cool A3D 2.0 titles. Gosh, there are so many I wish I could just spill the beans on, but arggghh ... soon, grasshopper, soon..."
"David Sparks and two other employees of Creative Labs came to our sponsored session, but didn't ask any questions or stick around afterwards."
-NOTE: Damn spies :) Typical CREAF of recent....use others ideas/technology and hype it with expensive ad campaigns. (RE: Spies....don't take the comment to seriously....viewing ones competitors' products, etc. is legitimate and done all the time....I have no problem with it, none the less I have a great dislike for CREAF.) But alas, David Gasior also visited the CREAF presentations. Probably didn't learn much since AURL really has nothing to learn from CREAF given CREAF's inferior EAX.
From the section regarding CREAF's presentation: "- One of the developers asked about using multiple reverbs at the same time. Apparently (according to Dave), doing more than one reverb on the 10k1 is currently too much for the chip to handle. I found this shocking considering how they love to boast about MIPS and being programmable."
-Again, not surprising. Hype, hype, hype. I'm sure most here have read that CREAF announced EAX 3.0 when they don't even have EAX 2.0 released (and probably not even finished). Typical hype in the vein of Nintendo (announce your next system to be released in 1 year knowing damn well it won't be released for 2-3 years) and Microsoft (they've been promising their Directory Services for Networks for a few years now hoping it would slow the adoption of Novell.)
"EAX 3.0 will most likely be proprietary to Creative Labs; the question was sort of skirted with a "we're not sure right now, but we think so" kind of answer." -All the better IMHO. Aureal is already winning the battle of API's and consumer support. Game developers realize they are developing for a specific audience (game players) and that audience is overwhelmingly pro-Aureal and A3D. As such, the number of Lives! sold and marketting blitz of CREAF does not really help them get their API adopted b/c it is a focussed group which EAX and A3D are for. A3D and EAX are not about a "battle of soundcards" in general but rather a battle of soundcards for gameplayers. AURL is already ahead of the game and given CREAFs continually slow production AURL will be even further ahead.
"....directed his attention over to the Heretic II game pod [an AURL setup], and pointed out the two Creative Labs employees in full Creative outfits sitting there playing the game - huge smiles on their faces commenting on how cool it was and how great it sounded...." |
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| To: Robert Pekka who wrote (945) | 3/19/1999 7:11:00 PM | | From: chris431 | | | |
RE: ESS Canyon3D In case you didn't read the entire article by Aureal's David Gasior, here is a paragraph discussing ESS's Canyon3D chip:
"SENSAURA Peter Clare kicked my ass for calling ignorant!!! :P Actually, the folks at Sensaura were great. Peter (who did bring up my comment about him, though jokingly) and Adam and Neela were all very friendly and demoed their MultiDrive technology for us. After hearing it, I've decided to go work for them now. Woo, I'm getting really punchy now that its 1:30 in the morning!!! But seriously, their effect was very nice. I can't say it was better or worse than ours, but it is certainly better than any of our other competitors (who basically have sucked). I'd love to do some A/B comparisons with our stuff. As I said in a previous post, I hope their partnership with ESS doesn't doom them since ESS continually churns out crap. Sensaura shared a small booth with ESS, and while Canyon3D was all over the booth, I don't know if they had any for demo or not. Didn't really talk to anyone from ESS, although I did meet two of their team at the Microsoft party. (When you're trashed, everyone's a friend!)
Again, I want to thank Peter, Adam, and Neela for their time as well. They had the funniest t-shirts too." |
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| To: Robert Pekka who wrote (945) | 3/21/1999 9:52:00 PM | | From: chris431 | | | |
Xitel Storm Platinum review 9/10
agnhardware.com
Introduction It finally looks like Diamond's MX300 is going to get some competition in the Vortex 2 market in the form of the Storm Platinum from Xitel. Even though Xitel does not have the name recognition of Creative or Diamond, there is more to a good sound card then what can be summed up in only a name.
As with Diamond's MX300, the Storm Platinum is based upon the tried and tested reference design from Aureal. This decision to use a reference design is sure to eliminate all of the tech support problems that a unique design seems to create. Just look at the problems that Canopus has had with their video cards and I think that you will understand what I am talking about.
About the Vortex 2 Aureal's Vortex 2 has an impressive design that includes a massive 3.3 million transistors on the chip. The massive amount of power that is hardwired into the Vortex 2 allows a single chip to perform the amount of work that would have taken many DSPs just a short time ago. Wave, midi, digital input and output, graphic EQ and more are all handled on the processor. 16bit audio has been upped to 18bit at 48Khz, bringing the quality of output up to a level that true audiophiles would only dream about till now.
Supporters of 3D sound will be happy to hear that the Vortex 2 supports up to 76 Directsound 3D streams in hardware. This may seem like overkill for the most part, but it does give you bragging rights when you are talking to your friends at an upcoming computer show. It also allows the Vortex 2 to power multiple speaker gaming rigs with excellent sounding 3D sound without batting a processor cycle.
For those of you who are still playing around with MIDI, you will be happy to hear (pun intended) that the Vortex 2 has some pretty impressive MIDI features. With the ability to play up to 320 voices at the same time, you will be able to bring an orchestra to your PC. You will also be able to tweak the output with 8 real-time effects including echo, reverb and more.
What about A3D 2.0? One of the biggest features that the Vortex 2 offers the gamer is the fact that it supports Aureal's A3D 2.0 API as well as the older A3D. A3D 2.0 is a very impressive AP that can handle positional sounds, doppler effects, wave tracing and more. Using special algorithms that were originally developed for NASA, Aureal brings the next level of 3D audio to the home PC. The biggest advance with A3D 2.0 is the inclusion of wave tracing to simulate realistic environments. Using the wave tracing engine they are able to place you in a room and then simulate how sounds would act when bouncing off of walls or other objects. If you are walking on a metal floor your footsteps will echo throughout the hallway as they are created off the floor and then they'll bounce off the walls.
A3D 2.0 also supports a feature called occlusion - the ability to give a sound a blocked property. Occlusion will allow sound to be muffled and blocked as it travels from room to room or it is blocked out by an object. If a monster is standing in front of your screaming wife, her screams will not sound as loud. Once the monster moves and allows her screams to pass through to you, the volume will increase and you will hear her telling you to do the dishes or die.
A3D 2.0 is as impressive as it is complicated and is truly a much better API than Creative's EAX. On the other hand Creative is working on EAX 2 which will include occlusion as on of its features, allowing you to upgrade your Live card to support those features. But at the same time EAX is an open standard and the MX300 will support that API as well next year. The facts can be confusing but at the same time they will set you free.
Card Specifications
Controller Chip
Aureal Vortex 2 - AU8830 Controller
CODEC
Quad Channel Output 18-bit AC'97 CODEC
Features
Hardware Accelerated A3D 2.0 and DirectSound 3D 96 DMA Hardware Accelerated Channels Professional 320 Voice MIDI Synthesizer Digital 10-Band Graphic Equalizer Multiple Speaker/Headphone Support Optical S/PDIF (TOSLINK) Output Accelerated Joystick Port SoundBlaster Pro Hardware Support
Inputs and Outputs
CD In (MPC) Aux In (MPC) Modem In (MPC) Mic In (for electret and condenser mics) 2 Stereo Line Outputs For Up To 4 Speakers Optical S/PDIF Output (TOSLINK) MIDI/Joystick Port Wavetable Header Expansion Header
General MIDI Interface
MIDI MPU-401 UART Mode 16 Byte FIFO's For MIDI IN and MIDI OUT Doubles as Joystick Port
Signal Specification
Output: 1Vrms Typical (AC'97 Specification) Input: 1Vrms Typical (AC'97 Specification) Frequency Response 20Hz - 20 kHz THD+N: Less than 0.007% SNR: Better than 95 dB
Hardware Acceleration Features
Full A3D 1.0 and A3D 2.0 DirectSound and DirectSound 3D MIDI Synthesis Including DirectMusic 48 kHz Sample Rate Conversion Digital Mixing 10-Band Graphic Equalizer Joystick Port Commands
API's Supported
Aureal A3D 1.0 Aureal A3D 2.0 Microsoft DirectSound Microsoft DirectSound 3D Microsoft DirectMusic Microsoft DirectInput EAX (future driver revision)
About the Storm Platinum The Storm Platinum is based upon the same design as Diamond's Monster Sound MX300. This means that you are going to get all of the same features as the MX300 for a retail price that is $20 cheaper. For those of you looking for a big bundle or any bundle at all, you are going to be a little disappointed with the Storm Platinum. The only software that the card comes with other than an A3D demo disk is drivers. This means you don't get the cool DVD player with 3D sound support, one of the nicer features on the MX300.
One feature that the Storm Platinum includes that Diamond's MX300 did not is an Optical S/PDIF-out port for hooking up your computer to a digital receiver or mini-disk player. This should allow you to hook up a Mini-disk player to your computer for some true digital recording. This should also support output of true Digital Dolby AC-3 sound to your receiver in the future for those of us using software DVD decoding.
The card also has 2 speaker output, microphone-in with gain, line in, as well as an accelerated gameport for lag free gaming. The technology behind this game port can actually speed up your response time when playing a game with a joystick, gamepad or wheel that hooks up to the card. Considering that a good accelerated game controller costs $60 or more, the introduction of this technology to the soundcard makes it an even better buy.
After seeing the S/PDIF connector on the outside of the card I have to admit that I was surprised to see that there was no digital connector on the card for hooking up your CD-ROM or DVD-ROM drive. This digital connector is one of the features on the Live! that allows you to stream audio from an audio CD in true digital form, rather than analog. Although this feature is not necessary for true gamers, it would have been nice to have.
Force Feedback Headphones Xitel sent me their Storm Platinum Gamer's pack that included a set of force feedback headphones for a MSRP of $99.99. When I first heard about force feedback headphones I was not exactly sure what to expect. Force feedback usually means that something pushes against you, usually a joystick or wheel, making it hard for you to move. The idea of force feedback headphones brings up thoughts of a truly head moving experience. The controls for the headphones are attached to the cord, allowing you to turn down the volume and turn on the force feedback.
In reality the force effects are nothing more then vibrations from a vibrating puck that is in the headpiece of each speaker. This vibration creates the effect that the speakers are carrying some massive bass that is capable of shattering walls. It is actually pretty impressive technology and well worth the $20 extra expense for the Gamer's pack that includes the headphones. I tested out the force effects with a few games including South Park and of course, Quake 2. The chain gun rattled the headphones to the point where you could realistically believe you were being bombarded by the massive sound created by that type of ammo discharge. In South Park a herd of turkeys came running at me to peck my eyes out, leaving the feeling that the ground was truly shaking. My biggest complaint about the force-feedback is the amount of battery power that the effects use. I was able to only play with them for a day before the batteries had drained and I was left with no more force feedback. AAA batteries do not come cheap, so I suggest you buy some stock in Energizer if these headphones ever take off.
I spent an afternoon playing around with the headphones and was left with one of those silly grins that leave people wondering what is going on in your little brain. Although the output is not going to blow away true audiophiles, for a set of $20 headphones I do not think you could ever do any better. In fact the quality of the audio was as good as a set of digital Sony headphones that I paid $60 for. Throw in the digital force effects and it is truly an experience that is worth the money.
Now you are probably going what is up with pushing headphones when just above I was talking about the benefits of 4 speaker sound? The nice thing about A3D 2.0 is it is able to provide 3D surround sound through headphones or just 2 speakers. So while playing Half-Life with the headphones I was able to get a surround sound experience that was almost equal to having 4 independent speakers.
The Ratings Welcome to our new method of rating, where rate the product in individual areas and explain the reasons for the rating.
Sound Quality – 10 Stars One of the most important features of a sound card is the output quality of its sound. Since the Vortex 2 is a fully digital chip, the quality of the sound is excellent. There is no crackling or other problems that some of the older sound cards have suffered from. The addition of the 10-band graphic equalizer has also added value to the card by allowing you to tweak the audio within the sound card rather then on the processor. ‘
Features – 9 Stars The Vortex 2 is the best audio processor on the market that is available to the general gaming public for a price that we can afford. The addition of features like 320 voices of MIDI and the hardware graphic equalizer make it the perfect choice to replace your aging sound care. Xitel has also gone one step beyond what was required by including the optical digital output so that those of you with digital receivers and other devices can make use of that feature. The force feedback headphones are well worth their price, just make sure that you pick up some rechargeable batteries for them.
Bundle – 0 Stars Is an A3D demo disk a bundle? Hmmm did not think so....
Value – 9 Stars With a single card price of only $79.95 you are essentially getting a MX300 for $20 less. The only thing holding back the value of the card is the lack of a bundle. I do not think it would have been that hard to bundle a shareware MP3 player or anything to add to the initial out of box experience with the card. If I were you though I would suggest paying an extra $20 and going for the force feedback headphones, they are well worth the money in my book.
Overall – 9 Stars With the lack of bundle aside, I have to admit that the Xitel Storm Platinum is a great card with some great features. With the lack of competition that Diamond has been getting in the Vortex 2 market, it is nice to see that someone has finally came out with something that is going to give Diamond a run for their money.
-Click here to leave your own comments or review
Other sound card reviews
Monster Sound MX300 Sound Blaster Live! Value Montego A3D Xstream
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| To: PHarris who wrote (953) | 3/23/1999 2:57:00 AM | | From: chris431 | | | |
Fitzgerald Communications As most of you have read, Aureal has just become a client of this investor relations company. Here is a link to the company: fitzgerald.com
Of the clients listed at fitzgerald.com, I have searched for the ticker symbols of those that are public.
Here are the results:
Cylink Corp. = CYLK Corixa = CRXA Memco Software Ltd. (not sure if correct b/c on Fitzgerald's site, the company is listed as Memco Software Inc.) = MEMCF Mapics = MAPX Manugistics Group = MANU Newbridge Networks = NN Segue Software = SEGU Sapient = SAPE Excel Switching = XLSW Great Plains Software = GPSI
Here is a link to the quotes for these companies: dbc.com
Chris |
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| To: Steve Sucheck who wrote (939) | 3/23/1999 3:19:00 AM | | From: chris431 | | | |
Quantex increasing use of Vortex I often browse OEM's websites and advertisements in magazine to see how aggressively they are pushing Aureal cards. As I mentioned a few weeks ago, Compaq continues to increase it's use of Vortex based cards as does Dell. One company I have been looking at for quite some time in hopes they would start adding Vortex cards as an option is Quantex. My first computer was a Quantex (486DX2/66) many years ago before Quantex became a player. As it now stands, I believe Quantex is in the top 5-10 sellers of PCs. A couple months ago I noticed that they did add the MX300 as the card for their high end "Multimedia Gaming" computer. Yet, they continued to use low end sound cards for the rest of their computers and did not offer the MX300 as an independent option. In their most recent PC Magazine ad, I noticed that they started using an Aureal Vortex 2 8830 based card as the default soundcard in more of their systems. Their website now adds Vortex based card option for most PC's through a "multimedia package" for $199 (also includes Voodoo card). While this is far from pushing Aureal products, it is better to have the option in most of their PC's than none. Furthermore, in their higher end "Power" systems, they are now using the Vortex 2 card as their default sound card....not as an option. This is very good news for Aureal and chalks up one more major OEM who is using Aureal's cards for their systems. I am now hoping that they will expand their use of Aureal cards to not only include the Vortex 2 based card, but also to replace the current default card on their lower end systems, Creative AudioPCI Wavetable 3D Sound, to Vortex 1 based cards as Compaq and Dell have.
Chris |
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| To: Fred Mah who wrote (957) | 3/24/1999 12:48:00 AM | | From: chris431 | | | |
Nice post. I remember the press release regarding PB Europe but forgot about it. Very interesting mention of an "8810." We should look into that rumor a bit closer as it definitely sounds interesting.
Chris
P.S. The PB link retrieved "nil" via Netscape. |
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