Jorpho wrote:I am largely convinced that EAX causes more problems than it is worth. Or at least, I have the impression that step 1 for solving crash problems for many games back in the day was "disable EAX".
How much of that was due to Creative's infamous drivers more than anything, may I ask? Did you get such crashes on Aureal or Crystal Semi-based cards?
pyrogx wrote:Vortex2-based cards support EAX1 and EAX2 (Reverb engine, Occlusions, Obstructions). Crystal CX46XX cards also do.
I think most games with changing "environments" (caverns, open range, inside buildings) should benefit from EAX (or A3D). Besides Thief and Splinter Cell, Descent 3 and Heavy Metal F.A.K.K. 2 come to my mind as good examples.
If there's one thing I've found about EAX, just because it's mentioned on the feature list doesn't mean it'll sound correct.
Case in point: Battlefield 2 set to Creative X-Fi, Ultra High, EAX on in the sound options on anything that claims to support EAX 5, but isn't a real X-Fi EMU20K1/20K2 card with Game Mode. (That's basically all USB "X-Fi" devices, X-Fi MB software for integrated audio codecs, and most likely everything Sound Core3D-based like the Recon3D and Z-series.) For starters, there's reverb all over the menu sound effects that shouldn't be there in the first place.
Good call on Descent 3, by the way! A true 3D game that as such deserves 3D sound. It actually kind of irks me that neither DXX-Rebirth nor D2X-XL have bothered with implementing OpenAL to bring the audio positioning up on par with D3.
swaaye wrote:In my experience the EAX reverb offered in Vortex 2 drivers 2048-2050 is quite poor. It's sort of an alpha/beta level feature th […]
Show full quote
In my experience the EAX reverb offered in Vortex 2 drivers 2048-2050 is quite poor. It's sort of an alpha/beta level feature that didn't get finished.
NamelessPlayer wrote:swaaye wrote:Some EAX 1/2 games don't sound right with WDM drivers. In other words you need W9x and the VXD drivers sometimes. Audigy 2 can do this.
Got a list of such games?
The games that come to mind are NFS3 and maybe NFS4 as well. But I have not tested many games.
When you install a Audigy on Windows 98, there is a application installed that allows you to switch from the default WDM drivers to the VXDs. The VXD drivers are suggested for gaming, but you lose some features like the graphic equalizer functionality.
I've got NFS3: Hot Pursuit on hand; I suppose I could test that.
If I'm not pleased with the result, though, this means I'm going to have to cram my SB Live! into my retrogaming box too...don't feel like running out and buying an Audigy 2 ZS or Audigy 4. It's already crazy that I've got three sound cards in that thing already, and Win98SE is already getting a bit resource-constrained between the AWE64 Gold and Montego II, only relieved in that the X-Fi Prelude isn't active due to lack of Win9x drivers.
The other disappointing thing is that unlike Aureal and Sensaura, Creative's approach to surround at the time was "MORE SPEAKERS!", which doesn't benefit a headphone user like myself. I don't think they started working with HRTF until the X-Fi and CMSS-3D Headphone/Virtual, which probably relies a lot on acquired Aureal and Sensaura tech anyway.
silikone wrote:Is there anything that uses EFX?
It's apparently supposed to succeed EAX by integrating better with OpenAL, and it is also supported by OpenAL Soft.
Anything that uses native OpenAL and DOESN'T mention EAX at all most likely uses EFX, which is supported by every OpenAL renderer, even the crappy Generic Software one. Thus, I would think any developer who bothers with a proper OpenAL implementation would have no hesitation to use EFX.
I know Penumbra uses it, and the succeeding Amnesia games probably do too. Codemasters' many racing titles with Rapture3D bundled likely also use EFX due to Rapture3D itself not supporting EAX. Unreal Tournament 3 only mentions hardware OpenAL, nothing about EAX, so there's a chance that early UnrealEngine3 games (before UE3.5 brought the insanely idiotic change to XAudio2) may also default to EFX.
d1stortion wrote:I wanted to say that it could be different (better?) in the Steam version, but then I remembered that they took the piss by removing it, among many other things.
No A3D or DirectSound3D + EAX, no Direct3D renderer, no DirectInput support if you wanted to use something other than KB+M if desired...what the hell, Valve? Making GoldSRC run on Linux shouldn't require such blatant downgrades; you didn't see that happen with other multiplatform games like Terminus or Unreal Tournament 2004. (Both of which had Windows and Linux installers right on the disc! Mac too, in Terminus' case.)
This certainly makes the retail/WON releases of the GoldSRC games much more valuable now, at any rate. The Steam versions had enough backlash a decade ago; I distinctly recall many forum posts of people insisting on the retail version, even knowing that the WON servers would be shut down soon.