Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
[Audio]
EnableMicrophone=1
LatencyBuffer=1
ExclusiveMode=1
ForceWDM=0
ForceDirectXSink=0
DumpAudioLog=0
MaxOutputBufferSize=152
with those I can only feel audio lag in tuning screen, once playing, audio lag lowers and becomes too low to notice, unless listening really intently.
And impossible to use my MOTU Traveler mk3 on firewire, any setting give cracks (same here I can go down to 10ms on Cubase with 24 tracks at 96k/24bits !).
But with the game, no way. On double notes on fast songs I'm hearing a complete note late, like having a permanent slow delay.
I'll try with an USB headphone, but that won't do the trick when playing 2 players.
Tried the USB headphone (a nice logitech): same, only 2x 1024 buffer working, anything else (1 buffer only or any size below 1024) gives cracked sound.
That's really weird. Perhaps my PC is too powerfull, the timers are failing because it's too fast? lol
(that's a core i7 @ 4.0 GHz, my special music computer ; I can run mutiple realtime VSTi on Cubase without problem but can't run that game properly, what a pitty, hehe)
I even tested the HDMI audio output of my graphics card (GTX 680): same problem, only 2x 1024 working, huge latency...
Now trying to find if there might be some default DirectX buffering settings somewhere...
... did not help (played with "ASIO DirectX Full Duplex Setup" but it doesn't use that)
I even tried using my VOICELIVE2 (TC HELICON voice harmonizer) which has an USB audio interface: all the same!
Or might it be because I'm running a 64 bits o/s?
(but my Cubase setup is full 32 bits - for moost VSTi I only have in 32 bits - and my Cubase setup is again just working perfectly)
Great no more echo... but it doesn't "hear" me playing anymore, so it doesn't even pass the tuning screen.
lol
(set at 50 it's a bit better, like playing in a gymnasium with a huge echo ^^)
So the fix for me was another player tip: I simply stopped using all my pro stuff for the game, and re-enabled that lame motherboard sound chipset. Using the motherboard sound chip digital optical output (so that I don't get the crappy DA conversion) to my MOTU as a TOSLink it's working great now: I have been able to set the buffers as low as 1x 160 samples (down from 2x 1024). That's almost a 13x shorter latency! The echo is now almost unnoticable and all is sounding great. Yipi! Time to go to work, will sleep an other day. lol
Cheers all.
(great game, great game... but is it sill a game? ^^)
I'm only guessing but I think ubisoft didn't paid much money for PC port creation, nor they are intending to spent any more for fixing bugs and adding features that community is requesting.
So with all the resources that developers had, they at least optimized game for one audio card, which is the one that most of the players have (Realtek Integrated HD Audio).
I'm a complete noob and I'm more or less ok with the sound(can't hear any delay), so I'm not sure if I should even try to measure it - you know, when you see the number you may get upset and start to finally notice the lag ;)
Meaning I can record both the bass (from the head) + the sound game, at the same time (using Cubase). I just zoom the audio timeline and can mesure between two spikes when hitting a note (or just making percussion noise on the strings). The timeline is in milliseconds, so it's quite easy to find out the real latency.
(+ a little more latency due to the fact that's the MOTU recording - through firewire - but what I really hear myself is an analog output, so there is the DA conversion to add, but with the MOTU that is really fast, like <0.1ms anyway)
To hear it, you just need to hear your bass directly too, not only the game sound.
With the default setup (using 2x1024 sample buffer) when I hit a string I hear my bass then the game bass sound really a bit later. And when replaying the tune, with only the bass recorded from the game (no more direct bass sound since I'm not playing anymore, it's just the game replaying) ... all my bass line is always late. On fast tunes it's almost a half note late!
(but with 1x 160 buffer, I still hear a little echo, but it's ok, I can forget it when enjoying the game, and man I enjoy playing it! lol)
notepad C:\Steam\steamapps\common\Rocksmith\Rocksmith.ini
My own file =
[Audio]
EnableMicrophone=0
LatencyBuffer=1
ExclusiveMode=1
ForceWDM=0
ForceDirectXSink=0
DumpAudioLog=0
MaxOutputBufferSize=160
[Renderer.Win32]
ScreenWidth=1920
ScreenHeight=1200
MinScreenWidth=640
MinScreenHeight=480
Fullscreen=1
VisualQuality=8
+ I have re-distributed all my USB periphals so that the Real Tone Cable is alone on a USB hub.
(all my motherboard ports are 4 ports hubs)
+ updated all drivers (intel chipset, realtek audio, usb3 driver from motherboard site, etc...)