3D SoundSurge heeft een review gepost van de nieuwe Aureal Vortex SQ2500, een verbeterde versie van de Vortex 2. Hier heb je wat over de wavetracing feature:
Now we get to the real optimizations…wavetracing! Wavetracing is what the Vortex 2 and Aureal is all about (aside form excellent 3d audio). While I suspect that most of you are well aware of wavetracing I will offer the following brief overview.
Wavetracing is based on room geometry and the Aureal A3D 2.0 wavetracing engine will render the reflections of each sound source depending on how close to a wall or object the listener is and the sound sources are, and the materials and shape of the room where the listener and sound sources are will also affect the sound (i.e. a gun shot in a "bright" room like a tiled bathroom bounces off the tiles, around the corner, into the "soft" wood and carpeted room that the listener is in, rendering correct reflections, acoustic materials and occlusion on the fly as appropriate.) Not only does it render each source (and all the geometry and materials that come between it and the listener) but it also will take into account dynamic objects like opening doors, elevators, moving geometry (i.e. a listener or sound source inside a car), etc.
Its this process that takes up 60 of the Vortex 2’s available 76 3d steams in A3D 2.0 titles. Much of the work in terms of geometry processing has been done on the host CPU where as the Vortex 2 processor does the job of rendering the sound. Now I really don’t know what Aureal has done on the revised Vortex 2 silicon but as I noted above, what ever it is causes them to handle reflections differently. Once we had worked through some driver issues I got to some pretty startling results.