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  1. #11
    Player
    Elliah-Seraheart's Avatar
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    Dec 2021
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    Character
    Elliah Seraheart
    World
    Shiva
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    Archer Lv 90
    Quote Originally Posted by MoonstalkerZ View Post
    The thing about blaming our hardware as the problem - they provided a benchmark. We ran the benchmark, it told us our computers could handle Endwalker, and we bought the game based on this information. They then rewrote the sound system, AFTER releasing the benchmark. If their ultimate solution is to say 'just get a better computer,' then their actual system requirements are different from their advertised system requirements, and this is a blatant case of false advertising.

    This is why they MUST fix this issue, if only for legal reasons. It's just a question of how long it will take.
    Pls read this article. It perfectly explains what is actually happening.
    https://www.gsmarena.com/understandi...news-49490.php

    It's pretty stupid, that we cannot play the game because some esoteric audiophile on the sound team felt like he needed to advocate for sound nobody can actually hear, and effectively strangle our drivers and CPUs to death, for "improvements" in sound that arent even audible for humans to begin with - cannot be heard on most equipment - and sounds like ass because the audio fed into it is not designed to be spatial.

    ALL the complaints people have with FF14 audio, ARE side effects of the way audio is handled - and mentioned as "disadvantages" throughout this incredible article. Once you get a grasp on how this works, it's crystal clear what is happening, and that it has NOTHING to do with our hardware - and is ONLY because of the stupid effin embody thing.

    Its this 100%

    Let's look at the first advantage that high-resolution audio brings, which is higher bit depth. When you reduce the bit depth of the analog to digital conversion, you add more noise during the quantization process when it has to be converted back to analog. By increasing the bit depth, you naturally reduce the noise and thereby increase the dynamic range.

    However, even with undithered 16-bits, you can get a dynamic range of 96dB, which is very close to maxing out the limits of human hearing (120dB), and the additional headroom offered by 24-bits (144dB) goes so far beyond it that it even exceeds the limitations of most equipment. In other words, you can't hear it.

    Secondly, clever techniques like dithering can help reduce and shape the noise even in a 16-bit signal such that it would be inaudible to anything except precise equipment. The dynamic range of a dithered 16-bit signal can easily be made to go beyond 120dB by reducing and reshaping the noise in the audible range. This means for all practical purposes, 16-bit is perfectly adequate for human ears.

    The other advantage high-resolution has is higher sampling rates. A 192kHz sampling rate means the audio can have a frequency response ceiling as high as 96kHz. As I already mentioned, humans can only hear as high as 20kHz, that too only those with perfect hearing at the prime of their life. Most people have even lower frequency responses than that.

    For audio to have frequencies beyond the humanly audible range is like having a TV that shows light outside of the visible range. You can hear 96kHz sound almost as much as you can see X-ray. Which is to say, not at all.

    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.
    How is it that I, someone who has never in their life even held an instrument, has never produced even a second of digital audio, and cannot write any code is able to test, troubleshoot and pinpoint the issue - yet an entire team of experts fail to foresee this problem, and has not been able to reproduce, troubleshoot or pinpoint it in 25 days. I have 0 expertise. I'm just an obsessive cunt with ADHD who does this for fun. This is not a onepunchman reference. I'm legitimately clueless - yet seemingly figured this out. Infuriating.

    Edit:
    Here's a video of me showcasing how to reproduce the bug - what audio channels are affected by what settings - and how the issue presents itself in cutscenes - channel by channel.
    https://www.youtube.com/watch?v=gYGu2rv3gbg

    I even pretty much proofed, that the CPU strain due to floating point calculations in older CPUs is NOT the cause of the audio distortions (https://www.youtube.com/watch?v=dqythtdgs8g), by SEVERELY straining my CPU by folding proteins (floating point calculations).
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    Last edited by Elliah-Seraheart; 01-02-2022 at 06:14 PM.

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