I wasn't aware that Star Wars Battlefront had implemented the Dolby Atmos technolgy into their game until another poster mentioned that he was using it. According to EA the NVIDIA GeForce GTX 660 2GB and an AMD Radeon HD 7850 2GB are the minimum supported GPUs.
https://help.ea.com/in/article/troubleshoot-dolby-atmos-sound-in-star-wars-battlefront/
So I was curious if any of you are using it for Battlefront or for movies and what your experience is. In the CNet article they talk about a 360 bubble of sound that adds to immersion.
http://www.cnet.com/news/the-surround-sound-awakens-we-played-star-wars-battlefront-in-atmos-surround/
Here's a list of movies that have Dolby Atmos support.
http://www.dolby.com/us/en/experience/dolby-atmos/movies.html
https://www.youtube.com/watch?v=b5sAsZyRm_k
https://www.youtube.com/watch?v=swQN6SYA1hQ
https://www.youtube.com/watch?v=SilQME2HgxI
Bahahahahaha, I'm not falling for that... just another gimmick to make us buy new/more speakers and a new receiver! No one needs anything more than one speaker... *wink wink*
Lol. I'd actually be really interested in upgrading, I have a 5.1 Onkyo RCVR and enough(7.1) Infinity speakers to upgrade without having to buy new speakers... yes, I believe they should all match, but the majority of my gaming time has been shifted to when the kids are sleeping so I've been rocking headphones instead.
I've opted for a Sound Blaster Omni and a decent pair of isolating headphones, the sound is decent enough... I listened to all the different headphone surround techs and thought SBX Pro Studio sounded the most open and clear, I thought most of the others sounded a bit muffled.
Being a horror game buff, I find the isolation really adds to the immersion... Layers of Fear has been incredible so far. :) The only thing I really miss so far is feeling the bass, pretty sure I'm going to end up looking into attaching a Bass Shaker/Tactile Transducer/DIY Shaker or two right to my gaming chair... not looking for anything over powering but enough to feel the varying/subtle bass tones without everyone else hearing them.
Bahahahahaha, I'm not falling for that... just another gimmick to make us buy new/more speakers and a new receiver! No one needs anything more than one speaker... *wink wink*
Lol. I'd actually be really interested in upgrading, I have a 5.1 Onkyo RCVR and enough(7.1) Infinity speakers to upgrade without having to buy new speakers... yes, I believe they should all match, but the majority of my gaming time has been shifted to when the kids are sleeping so I've been rocking headphones instead.
I've opted for a Sound Blaster Omni and a decent pair of isolating headphones, the sound is decent enough... I listened to all the different headphone surround techs and thought SBX Pro Studio sounded the most open and clear, I thought most of the others sounded a bit muffled.
Being a horror game buff, I find the isolation really adds to the immersion... Layers of Fear has been incredible so far. :) The only thing I really miss so far is feeling the bass, pretty sure I'm going to end up looking into attaching a Bass Shaker/Tactile Transducer/DIY Shaker or two right to my gaming chair... not looking for anything over powering but enough to feel the varying/subtle bass tones without everyone else hearing them.
Dolby Atmos is amazing. Dice have the best sounding games bar none.
I've not played star wars in atmos yet but movies are really something else.
Atmos in movies use audio objects, a bit like in games, rather than have discrete audio channels like 5.1, 7.1 etc.
This allows atmos to scale to your system setup.
You could have 32 of 64 speakers in your room if you had the space and budget.
PowerDVD 16 has just been released but much to my disappointment it hasn't got atmos decoding to analogue. (I have an active monitor 7.1 setup and don't want to buy an amp/pre pro as the DACS in them are shit)
You will obviously need a AVR/prepro to play anything atmos at the moment.
As for surround headphones, stay clear is my advice.
They are pseudo faux surround phasing thin sounding mess which results in terrible sound quality.
You can't do better than a decent pair of stereo headphones and a decent sound engine, like we used to have in games before windows vista.
Dolby Atmos is amazing. Dice have the best sounding games bar none.
I've not played star wars in atmos yet but movies are really something else.
Atmos in movies use audio objects, a bit like in games, rather than have discrete audio channels like 5.1, 7.1 etc.
This allows atmos to scale to your system setup.
You could have 32 of 64 speakers in your room if you had the space and budget.
PowerDVD 16 has just been released but much to my disappointment it hasn't got atmos decoding to analogue. (I have an active monitor 7.1 setup and don't want to buy an amp/pre pro as the DACS in them are shit)
You will obviously need a AVR/prepro to play anything atmos at the moment.
As for surround headphones, stay clear is my advice.
They are pseudo faux surround phasing thin sounding mess which results in terrible sound quality.
You can't do better than a decent pair of stereo headphones and a decent sound engine, like we used to have in games before windows vista.
[quote="GibsonRed"]Dolby Atmos is amazing. Dice have the best sounding games bar none.
I've not played star wars in atmos yet but movies are really something else.[/quote]
I have installed a bunch of home theaters with Atmos recently, some with full 7.1.4 setups and it definitely sounds awesome. I've tried battlefront on Xbox one in one of them and it sounded great, not sure if it was sending an Atmos signal to the receiver, (it came in as LPCM 7.1 so it could be), but when feeding it a movie with an Atmos track you can really hear the difference.
When done right it really can add to the immersion. I hope more games start supporting it because when mixed dynamically the separation is more apparent and would go great with a good 3d game to really highten the immersion factor.
GibsonRed said:Dolby Atmos is amazing. Dice have the best sounding games bar none.
I've not played star wars in atmos yet but movies are really something else.
I have installed a bunch of home theaters with Atmos recently, some with full 7.1.4 setups and it definitely sounds awesome. I've tried battlefront on Xbox one in one of them and it sounded great, not sure if it was sending an Atmos signal to the receiver, (it came in as LPCM 7.1 so it could be), but when feeding it a movie with an Atmos track you can really hear the difference.
When done right it really can add to the immersion. I hope more games start supporting it because when mixed dynamically the separation is more apparent and would go great with a good 3d game to really highten the immersion factor.
I upgraded sometime ago into atmos/dts-x setup. im using 5.1 + 2 ceiling speakers about middle room.
Atmos track in movies makes the sound field over run you, its like big wave swooping you into.
I tried the battlefront beta, but it was not enabled in it.
don't know Any game that uses atmos but the battlefront.
I upgraded sometime ago into atmos/dts-x setup. im using 5.1 + 2 ceiling speakers about middle room.
Atmos track in movies makes the sound field over run you, its like big wave swooping you into.
I tried the battlefront beta, but it was not enabled in it.
don't know Any game that uses atmos but the battlefront.
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It can be enabled now in the full game. You have to setup bitstreaming and select atmos in the audio settings.
I think it's only the PC version that has this option though but I might be wrong.
It can be enabled now in the full game. You have to setup bitstreaming and select atmos in the audio settings.
I think it's only the PC version that has this option though but I might be wrong.
Yah, it would be great to see more games adopt Atmos.
Perhaps EADice will implement it in Mirror's Edge Catalyst or in their next Battlefield game supposedly releasing in 2016.
Just for games with rain falling, the added immersion would be welcomed imo.
Where it could really shine is in VR games where you could turn and look at the source of the noise, both seated and room scale. Though room scale would require proper manipulation in relation to player orientation.
Yah, it would be great to see more games adopt Atmos.
Perhaps EADice will implement it in Mirror's Edge Catalyst or in their next Battlefield game supposedly releasing in 2016.
Just for games with rain falling, the added immersion would be welcomed imo.
Where it could really shine is in VR games where you could turn and look at the source of the noise, both seated and room scale. Though room scale would require proper manipulation in relation to player orientation.
I'm not sure but Atmos might require Maxwell GPUs with HDMI 2.0 support.
Nvidia's FAQ is outdated
http://nvidia.custhelp.com/app/answers/detail/a_id/2796/~/which-hdmi-audio-formats-do-nvidia-gpus-support%3F
http://www.hdmi.org/manufacturer/hdmi_2_0/index.aspx
Overview
HDMI 2.0b, which is backwards compatible with earlier versions of the HDMI specification, is the most recent update of the HDMI specification. It also enables key enhancements to support market requirements for enhancing the consumer video and audio experience.
What are the key advanced features enabled by HDMI 2.0b?
•Enables transmission of High Dynamic Range (HDR) video
•Bandwidth up to 18Gbps
•4K@50/60 (2160p), which is 4 times the clarity of 1080p/60 video resolution
•Up to 32 audio channels for a multi-dimensional immersive audio experience
•Up to 1536kHz audio sample frequency for the highest audio fidelity
•Simultaneous delivery of dual video streams to multiple users on the same screen
•Simultaneous delivery of multi-stream audio to multiple users (Up to 4)
•Support for the wide angle theatrical 21:9 video aspect ratio
•Dynamic synchronization of video and audio streams
•CEC extensions provide more expanded command and control of consumer electronics devices through a single control point
HDMI 2.0b, which is backwards compatible with earlier versions of the HDMI specification, is the most recent update of the HDMI specification. It also enables key enhancements to support market requirements for enhancing the consumer video and audio experience.
What are the key advanced features enabled by HDMI 2.0b?
•Enables transmission of High Dynamic Range (HDR) video
•Bandwidth up to 18Gbps
•4K@50/60 (2160p), which is 4 times the clarity of 1080p/60 video resolution
•Up to 32 audio channels for a multi-dimensional immersive audio experience
•Up to 1536kHz audio sample frequency for the highest audio fidelity
•Simultaneous delivery of dual video streams to multiple users on the same screen
•Simultaneous delivery of multi-stream audio to multiple users (Up to 4)
•Support for the wide angle theatrical 21:9 video aspect ratio
•Dynamic synchronization of video and audio streams
•CEC extensions provide more expanded command and control of consumer electronics devices through a single control point
To be honest cans are the best thing for VR, it helps immersion as it cuts out the outside world. I do like to leave the sub on though.
Feel the floor shake!
Dolby atmos for VR would have to calculate the panning depending on your position and orientation in the room. It would be the amazing if it was done right, but I doubt that'll happen any time soon.
Most games can't get headphone positional audio right.
Take hordez for example. Amazing zombie shooter but if it just head better headshot noises and positional audio it would be so much better!
To be honest cans are the best thing for VR, it helps immersion as it cuts out the outside world. I do like to leave the sub on though.
Feel the floor shake!
Dolby atmos for VR would have to calculate the panning depending on your position and orientation in the room. It would be the amazing if it was done right, but I doubt that'll happen any time soon.
Most games can't get headphone positional audio right.
Take hordez for example. Amazing zombie shooter but if it just head better headshot noises and positional audio it would be so much better!
i, when i get into Vr would feel more fomfort using my atmos setup for sounds than headsets as i have great speakers, and im kind of little on my toes about imersing totally into VR. Atleast there needs to be
another person always in the same building with you if you are using headsets. I don´t think anyone has really thought what happens when fire starts ect if you are all imersed and alone. Atleast i think it´s one possible scenario that is about to happen when people left alone in VR.
i, when i get into Vr would feel more fomfort using my atmos setup for sounds than headsets as i have great speakers, and im kind of little on my toes about imersing totally into VR. Atleast there needs to be
another person always in the same building with you if you are using headsets. I don´t think anyone has really thought what happens when fire starts ect if you are all imersed and alone. Atleast i think it´s one possible scenario that is about to happen when people left alone in VR.
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Problem is the sound doesn't move around you metaloholic.
When watching a film you are in a fixed position and as the picture moves the sound moves.
In order for a surround speaker setup to work properly in VR the game would have to pan the sounds depending on which way you are facing in he room and also change the volume of each speaker depending on how far away you are from each speaker.
I think the speakers would have to be tracked or at least located in software in the room, for this to work properly.
Stereo headphones are the best thing at the moment for VR. You can leave the sub on though as bass is omni- directional and it's hard to identify the positional source of low frequencies.
Don't get me wrong though I would love it if VR added atmos support. Would be fantastic.
We need Windows to support atmos. All I can select is stereo, 5.1 and 7.1 in audio settings.
I thought Windows 10 paid for a Dolby license too!?!
Problem is the sound doesn't move around you metaloholic.
When watching a film you are in a fixed position and as the picture moves the sound moves.
In order for a surround speaker setup to work properly in VR the game would have to pan the sounds depending on which way you are facing in he room and also change the volume of each speaker depending on how far away you are from each speaker.
I think the speakers would have to be tracked or at least located in software in the room, for this to work properly.
Stereo headphones are the best thing at the moment for VR. You can leave the sub on though as bass is omni- directional and it's hard to identify the positional source of low frequencies.
Don't get me wrong though I would love it if VR added atmos support. Would be fantastic.
We need Windows to support atmos. All I can select is stereo, 5.1 and 7.1 in audio settings.
I thought Windows 10 paid for a Dolby license too!?!
Windows 10's Edge browser supports it.
http://www.dolby.com/us/en/categories/pc.html
http://www.dolby.com/us/en/technologies/dolby-digital-plus.html
Atmos is working for users in Battlefront via HDMI to an AVR.
I'm not sure about movies after seeing your link for Cyberlink 16
[quote="GibsonRed"]Problem is the sound doesn't move around you metaloholic.
When watching a film you are in a fixed position and as the picture moves the sound moves.
In order for a surround speaker setup to work properly in VR the game would have to pan the sounds depending on which way you are facing in he room and also change the volume of each speaker depending on how far away you are from each speaker.
I think the speakers would have to be tracked or at least located in software in the room, for this to work properly.
Stereo headphones are the best thing at the moment for VR. You can leave the sub on though as bass is omni- directional and it's hard to identify the positional source of low frequencies.
Don't get me wrong though I would love it if VR added atmos support. Would be fantastic.
We need Windows to support atmos. All I can select is stereo, 5.1 and 7.1 in audio settings.
I thought Windows 10 paid for a Dolby license too!?!
[/quote]
I don´t think it´s a problem speakers don´t move. Your head is traked and the audio is object based. The audio could move freely when you turn your head, but it propably needs more cpu power. Don´t really know how much. But luckily there is surround headphones, and propably they also get more better and better when demand goes up. But it cuold take few years for the vr to take off.
GibsonRed said:Problem is the sound doesn't move around you metaloholic.
When watching a film you are in a fixed position and as the picture moves the sound moves.
In order for a surround speaker setup to work properly in VR the game would have to pan the sounds depending on which way you are facing in he room and also change the volume of each speaker depending on how far away you are from each speaker.
I think the speakers would have to be tracked or at least located in software in the room, for this to work properly.
Stereo headphones are the best thing at the moment for VR. You can leave the sub on though as bass is omni- directional and it's hard to identify the positional source of low frequencies.
Don't get me wrong though I would love it if VR added atmos support. Would be fantastic.
We need Windows to support atmos. All I can select is stereo, 5.1 and 7.1 in audio settings.
I thought Windows 10 paid for a Dolby license too!?!
I don´t think it´s a problem speakers don´t move. Your head is traked and the audio is object based. The audio could move freely when you turn your head, but it propably needs more cpu power. Don´t really know how much. But luckily there is surround headphones, and propably they also get more better and better when demand goes up. But it cuold take few years for the vr to take off.
CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@4.7
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele
https://help.ea.com/in/article/troubleshoot-dolby-atmos-sound-in-star-wars-battlefront/
So I was curious if any of you are using it for Battlefront or for movies and what your experience is. In the CNet article they talk about a 360 bubble of sound that adds to immersion.
http://www.cnet.com/news/the-surround-sound-awakens-we-played-star-wars-battlefront-in-atmos-surround/
Here's a list of movies that have Dolby Atmos support.
http://www.dolby.com/us/en/experience/dolby-atmos/movies.html
Lol. I'd actually be really interested in upgrading, I have a 5.1 Onkyo RCVR and enough(7.1) Infinity speakers to upgrade without having to buy new speakers... yes, I believe they should all match, but the majority of my gaming time has been shifted to when the kids are sleeping so I've been rocking headphones instead.
I've opted for a Sound Blaster Omni and a decent pair of isolating headphones, the sound is decent enough... I listened to all the different headphone surround techs and thought SBX Pro Studio sounded the most open and clear, I thought most of the others sounded a bit muffled.
Being a horror game buff, I find the isolation really adds to the immersion... Layers of Fear has been incredible so far. :) The only thing I really miss so far is feeling the bass, pretty sure I'm going to end up looking into attaching a Bass Shaker/Tactile Transducer/DIY Shaker or two right to my gaming chair... not looking for anything over powering but enough to feel the varying/subtle bass tones without everyone else hearing them.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
I've not played star wars in atmos yet but movies are really something else.
Atmos in movies use audio objects, a bit like in games, rather than have discrete audio channels like 5.1, 7.1 etc.
This allows atmos to scale to your system setup.
You could have 32 of 64 speakers in your room if you had the space and budget.
PowerDVD 16 has just been released but much to my disappointment it hasn't got atmos decoding to analogue. (I have an active monitor 7.1 setup and don't want to buy an amp/pre pro as the DACS in them are shit)
You will obviously need a AVR/prepro to play anything atmos at the moment.
As for surround headphones, stay clear is my advice.
They are pseudo faux surround phasing thin sounding mess which results in terrible sound quality.
You can't do better than a decent pair of stereo headphones and a decent sound engine, like we used to have in games before windows vista.
I have installed a bunch of home theaters with Atmos recently, some with full 7.1.4 setups and it definitely sounds awesome. I've tried battlefront on Xbox one in one of them and it sounded great, not sure if it was sending an Atmos signal to the receiver, (it came in as LPCM 7.1 so it could be), but when feeding it a movie with an Atmos track you can really hear the difference.
When done right it really can add to the immersion. I hope more games start supporting it because when mixed dynamically the separation is more apparent and would go great with a good 3d game to really highten the immersion factor.
Atmos track in movies makes the sound field over run you, its like big wave swooping you into.
I tried the battlefront beta, but it was not enabled in it.
don't know Any game that uses atmos but the battlefront.
CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@4.7
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
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Interests/skills:
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I think it's only the PC version that has this option though but I might be wrong.
Perhaps EADice will implement it in Mirror's Edge Catalyst or in their next Battlefield game supposedly releasing in 2016.
Just for games with rain falling, the added immersion would be welcomed imo.
Where it could really shine is in VR games where you could turn and look at the source of the noise, both seated and room scale. Though room scale would require proper manipulation in relation to player orientation.
Nvidia's FAQ is outdated
http://nvidia.custhelp.com/app/answers/detail/a_id/2796/~/which-hdmi-audio-formats-do-nvidia-gpus-support%3F
http://www.hdmi.org/manufacturer/hdmi_2_0/index.aspx
Overview
HDMI 2.0b, which is backwards compatible with earlier versions of the HDMI specification, is the most recent update of the HDMI specification. It also enables key enhancements to support market requirements for enhancing the consumer video and audio experience.
What are the key advanced features enabled by HDMI 2.0b?
•Enables transmission of High Dynamic Range (HDR) video
•Bandwidth up to 18Gbps
•4K@50/60 (2160p), which is 4 times the clarity of 1080p/60 video resolution
•Up to 32 audio channels for a multi-dimensional immersive audio experience
•Up to 1536kHz audio sample frequency for the highest audio fidelity
•Simultaneous delivery of dual video streams to multiple users on the same screen
•Simultaneous delivery of multi-stream audio to multiple users (Up to 4)
•Support for the wide angle theatrical 21:9 video aspect ratio
•Dynamic synchronization of video and audio streams
•CEC extensions provide more expanded command and control of consumer electronics devices through a single control point
Feel the floor shake!
Dolby atmos for VR would have to calculate the panning depending on your position and orientation in the room. It would be the amazing if it was done right, but I doubt that'll happen any time soon.
Most games can't get headphone positional audio right.
Take hordez for example. Amazing zombie shooter but if it just head better headshot noises and positional audio it would be so much better!
another person always in the same building with you if you are using headsets. I don´t think anyone has really thought what happens when fire starts ect if you are all imersed and alone. Atleast i think it´s one possible scenario that is about to happen when people left alone in VR.
CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@4.7
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele
When watching a film you are in a fixed position and as the picture moves the sound moves.
In order for a surround speaker setup to work properly in VR the game would have to pan the sounds depending on which way you are facing in he room and also change the volume of each speaker depending on how far away you are from each speaker.
I think the speakers would have to be tracked or at least located in software in the room, for this to work properly.
Stereo headphones are the best thing at the moment for VR. You can leave the sub on though as bass is omni- directional and it's hard to identify the positional source of low frequencies.
Don't get me wrong though I would love it if VR added atmos support. Would be fantastic.
We need Windows to support atmos. All I can select is stereo, 5.1 and 7.1 in audio settings.
I thought Windows 10 paid for a Dolby license too!?!
http://www.dolby.com/us/en/categories/pc.html
http://www.dolby.com/us/en/technologies/dolby-digital-plus.html
Atmos is working for users in Battlefront via HDMI to an AVR.
I'm not sure about movies after seeing your link for Cyberlink 16
I don´t think it´s a problem speakers don´t move. Your head is traked and the audio is object based. The audio could move freely when you turn your head, but it propably needs more cpu power. Don´t really know how much. But luckily there is surround headphones, and propably they also get more better and better when demand goes up. But it cuold take few years for the vr to take off.
CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@4.7
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele