![]() ![]() Rather than modifying this file, it's recommended that you create the file ~/alsoft.rcįor some reason, there's compatibility issues with either OpenAL's or Devil Daggers' implementation of HRTF for 48000hz sample rates, so make sure your default sample rate is set to 44100 in ~/.config/pulse/nf (it should be by default). It explains some important details, like HRTF being disabled by default unless the output is specifically identified as "headphones". The configuration file for OpenAL is in the /etc/openal directory "nf". It should print your playback and capture devices, and there should be some output under "Available HRTFs" like "default-44100, default-48000" etc. Make sure you have OpenAL installed, and run "openal-info". In my case, part of the problem was that I was using the line out port instead of the dedicated headphone port, which was causing pulseaudio to default to some kind of virtual surround sound, despite it selecting "analog stereo output". Thank you for participating Nice word salad, but it needs dressing.Thanks for the reply. Verdict - Its Placebo with some objective underpinnings. I am also fully aware that correlation =/= causation, which is why I started this discusion in the first place. ![]() I personally noticed an increase in my skills at my current level whenever I had HRTF on. How the hell did you read that as some kind of criticism? If anything I was praising its existence since it made the game a little more enjoyable.Īlso, at what point am I allowed to criticise a game? If I played "Devils Share" (A very ♥♥♥♥ arena shooter thats awful in every single way and was so bad it got pulled from steam.) for about 2 mins, would I need to play until I "Got gud" in order for my review of the game to be more vaild, even though I had grasped and understood the basic mechanics and gameplay and had got the general gist of it? And to round off, this was not your experience with the game, it was mine. This was merley an observation on my part. I never suggested that any features were obsolete, nor did I suggest that the sound design was bad, it just sounded a bit more otherworldly. If 121 seconds is honestly your best, then youre not exactly in a place to decide the game's features are obsolete. ![]() You need those audio cues to enemy presence. โพสต์ดั้งเดิมโดย the gamer maimer:The sound design in DD is perfect. Once you develop a good technique, learn how to move to direct the skulls to where you want them, memorize the spawning timetable, I guess it becomes harder for something to surprise you and sound becomes less relevant as everything else becomes a routine. I've had good runs, even feel like I focus better, when I just mute everything. ![]() Still I don't know how much of that is just personal preference or something objectively measurable. Sounds are clearer, you can tell them apart more easily and pinpoint their location more intuitively, maybe that's why you feel like you relax with the game, as opposed to regular audio which (to me at least, after having used HRTF since it came out) sounds like everything was smashed together. Overall, I feel HRTF better conveys that positional information (actually that's why it exists). That allows you to focus on the threats ahead and be prepared when you turn around, or even alert you when you have to switch targets (maybe that spider can wait a bit and deal first with the skull III that's closing in on you). They let you know, without having to look, when something spawns, what spawned, where it is (to your right, left, behind) and how far away it is. Auditory cues are important in this game, in my opinion. ![]()
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