You ask I deliver.
There was some popping I've never heard before towards the end at around 7:50. It did not get picked up by OBS - had no relation to FF14 BGM, sounded completely differently, and it continued even after I closed FF14. Only stopped when I stopped folding with GPU. Pretty sure that was completely unrelated and just due to GPU folding, recording with nvnec and playing ff14.
Anyway... Once again... I'm not an expert - but unless I did magically have overhead when folding proteins, I believe this proves beyond a shadow of doubt that the audio issues are unrelated to CPU workload.... and the audio issues themselves CAUSE the strain on people's CPUs. They are the origin, not the cause of CPU spikes and low FPS. Especially given the findings by that one poster here using accessibility settings suggesting that FF14 doesnt ever stop playing audio channels even if you mute them.
I don't know enough about any of this to be able to argue anything... but I really doubt that floating point calculations when folding proteins is less intensive than floating point calculations for ambient right there. It's pretty stupid, that the calculations made for the audio are even made BY THE CPU, rather than the GPU. CPU FLOPS/ROPs are incredibly poor compared to GPUs.
It doesnt seem like it's even about the FX Series weakness with those specific calulations. The way the audio is calulated just seems to be goddamn awful.
https://youtu.be/dqythtdgs8g
For anyone interested - this is a good read. Skip to "Spatial Audio", if you cant be bothered to read the entire thing.
https://www.gsmarena.com/understandi...news-49490.php
Having to reproduce audio with such high frequencies can also put a strain on the equipment and drivers, which can introduce additional distortion. This distortion most definitely is in the audible range, which means you're distorting sound you can hear for the sound you can't hear.