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#4472508 - 05/01/19 12:15 AM Re: WOFF G-SYNC Balancing [Re: Panama Red]  
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HarryH Online content
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Originally Posted by Panama Red
HarryH:
So what I hear you tell me is that DirectX 10 (released with Vista) does not have Audio Acceleration, but DirectX 8 & 9 (which CFS3 and WOFF still use in combination) needs an APU to use the DirectX Audio Acceleration.

If that is true, then CFS3 / WOFF (since it is an DX8/9 game) still needs the APU to stop the CPU from using some of it's precious cycles on sound versus what it needs in the game.


I ran the original CFS3.exe and the sound menu has no enable option for hardware audio. I also checked the release notes for the 3.1 patch and no mention of it there either. I did find this though smile

Performance
- Some algorithms for managing memory have been changed to reduce stutter.

#4472516 - 05/01/19 01:25 AM Re: WOFF G-SYNC Balancing [Re: HarryH]  
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Stache Online content
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HarryH,

Does the audio processor in the MB qualify? https://www.gigabyte.com/us/Motherboard/GA-Z170X-Gaming-7-rev-10#ov
Creative Sound Core3D Quad-Core Audio Processor.

And yes I have Gsync and have been running WOFF at 85Hz refresh (Nvidia surround) instead of full 144Hz.
I have always thought I have had few stutters, if any, that were noticeable in WOFF.

I have been playing around in WOTR, running it at even less refresh and believe it helps there also.


Insanity: doing the same thing over and over again and expecting different results. A. Einstein

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#4472517 - 05/01/19 01:38 AM Re: WOFF G-SYNC Balancing [Re: Stache]  
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Excellent, thanks for the feedback Stache! I'll check out the mobo and get back to you...

#4472519 - 05/01/19 01:55 AM Re: WOFF G-SYNC Balancing [Re: HarryH]  
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....yes, it looks like it could work to offload audio for older games that used DS3D running on Win 10 (I don't think CFS3 did).

#4472561 - 05/01/19 01:36 PM Re: WOFF G-SYNC Balancing [Re: HarryH]  
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Originally Posted by HarryH


I ran the original CFS3.exe and the sound menu has no enable option for hardware audio. I also checked the release notes for the 3.1 patch and no mention of it there either. I did find this though smile

Performance
- Some algorithms for managing memory have been changed to reduce stutter.


Hmm. Imagine that. Stutter, all the way back to CFS3. Is there an echo in here?

(BTW this is not the only place I've seen this mentioned; also in this review, from back when: http://www.combatsim.com/memb123/htm/2002/11/cfs3-rev/ "I noticed some stutters here and there when around densely populated cities. These stutters were worse in the beta, but I didn't mention it because I thought they would get fixed by release. I guess they didn't, as this game has a tendency to bring my 1GHz Athlon, Radeon 8500 128, machine equipped with 768 megs of RAM to a crawl sometimes. I'm hoping its just my machine, but I don't really see these problems with other games. And yes, all my drivers are up to date within two weeks." )

Sounds familiar.

To be accurate, there hasn't been a 'cure' for the stutter yet, and I'm not convinced there will be (and that includes if AnKor does make Dx11 work, IMHO). I would be absolutely thrilled to be proven wrong about this, mind you.

Also, nice to have someone with actual industry experience (thanks, HarryH) give some insight to further debunk the ongoing myth about on-board sound. I think it's pretty well accepted that this hasn't been an issue for many years now, and it seems to be corroborated by experiences like Fullofit described. I build quite a few gaming machines for others, and I haven't put a sound card in one in decades, nor had any requests (or even an inquiry) about doing it.

Last edited by kksnowbear; 05/01/19 01:42 PM.
#4472607 - 05/01/19 08:08 PM Re: WOFF G-SYNC Balancing [Re: HarryH]  
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and for the best quality, crisp and natural sound... the way it was intended to be heard..... I'd recommend good stereo headphones with an amplifier connected to a digital to analog audio converter (DAC). No sound card will beat it in sound quality either then or now.

#4472612 - 05/01/19 08:33 PM Re: WOFF G-SYNC Balancing [Re: HarryH]  
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As someone with a good pair of headphones but without any stereo knowledge, what is a DAC and how would I use it? Is it a separate piece of equipment or is it a sound card?

#4472613 - 05/01/19 08:40 PM Re: WOFF G-SYNC Balancing [Re: HarryH]  
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Best place to start would be www.head-fi.org and www.audiosciencereview.com/forum/index.php?forums/digital-audio-converters-dacs.10/

search the forums. You'll get much better advice and explanation there. It can get to be an expensive hobby..... talking about from a few hundred dollars to several thousand.... so it's best to do a LOT of research on this subject before you think of investing.

#4472615 - 05/01/19 08:52 PM Re: WOFF G-SYNC Balancing [Re: OldHat]  
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Originally Posted by OldHat
Best place to start would be www.head-fi.org and www.audiosciencereview.com/forum/index.php?forums/digital-audio-converters-dacs.10/

search the forums. You'll get much better advice and explanation there. It can get to be an expensive hobby..... talking about from a few hundred dollars to several thousand.... so it's best to do a LOT of research on this subject before you think of investing.


Seconded. I use a pair of Sennheiser 565s connected to a Focusrite Scarlett 2i2. Not ridiculously expensive. Sounds fab with WOFF.

#4472616 - 05/01/19 08:52 PM Re: WOFF G-SYNC Balancing [Re: HarryH]  
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Thanks, OldHat. I'll probably just stick to my headphones, for now.

#4475077 - 05/22/19 07:02 PM Re: WOFF G-SYNC Balancing [Re: HarryH]  
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One more note to add re G-SYNC optimization. Further improvement in smoothness found by ensuring that Scaling is switched on and set to Aspect Ratio using the GPU, AND checking the "override the scaling mode set by games and programs".

This of course in addition to running WOFF UE at 2560x1440 at a refresh rate of 144Hz, with V-SYNC set to half refresh rate (yielding a constant 72FPS in-game with zero tearing)

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