Its shocking how primitive most game engines are with audio processing. You get linear/inverse square falloff on volume over distance and perhaps reverb in some places and that's about it.
Its shocking how primitive most game engines are with audio processing. You get linear/inverse square falloff on volume over distance and perhaps reverb in some places and that's about it.
I also had a Vortex2 and it's not about requiring a high-end surround system, as I suspect even today there's still a significant amount of players with decent but not high-end audio. I was playing Quake3 with A3D before they patched it out with either basic stereo speakers or headphones and the placement was superb.
[0] https://www.microsoft.com/en-us/research/project/project-tri...
There's only so much you can do with just a left and right speaker and MAYBE a sub.
That said, it does seem like there's new interest in spatial audio, so we'll see. Maybe with some spatial audio headphones, and especially if they add head-tracking so that a sound to your left moves relative to your head (and stationary relative to your body) as you turn your head to face it.