09:13PM EDT - Increased die cost on this APU over previous generation
09:13PM EDT - Significantly more expensive!
09:13PM EDT - Trade off
09:13PM EDT - MS created Audio engines - 3 engines, CFPU2, MOVAD, LOGAN
09:13PM EDT - CFPU2 for audio convolution, FFT, reverb
09:14PM EDT - such as Project Acoustics to model 3D audio sources
09:14PM EDT - MOVAD - hyper real-time hardware audio decoder
09:14PM EDT - >300x channels decode at once
09:14PM EDT - best trade off codec, so made in hardware
09:15PM EDT - >100dB signal noise ratio
09:15PM EDT - HW realtime real-time matched to decode based on sampling
09:15PM EDT - Logan is offering also better offload in traditional modes
Q: Why do you need so much math for audio processing? A: 3D positional audio and spatial audio and real world spaces if you 300-400 audio sounds positional in 3D and want to start doing other effects on all samples, it gets very heavy compute. Imagine 20 people fighting in a cave and reflections with all sorts of noises