HTC Vive

HTC Vive

HTC Vive w/ 9.1 Home Theater setup?
I know a lot of folks are using headphones. My PC is already hooked up to my TV w/ a 9.1 audio setup. Any ideas if I can use the vive w/ the HT instead of headphones? Wouldn't that be even more immersive to hear the sounds in real surroud? Anyone have this setup with a Vive Pre?
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Showing 1-15 of 28 comments
shponglefan Apr 2, 2016 @ 6:12pm 
Home theater surround sound is designed for static listening positions facing one direction. Whereas something like the Vive is designed for the player to move and rotate around in the space.

You'll likely be better off just using headphones.
Tucu Apr 2, 2016 @ 6:13pm 
No. Read this for an explanation of VR sound: http://iq.intel.com/what-does-virtual-reality-sound-like/
Spyderborg Apr 2, 2016 @ 8:39pm 
It's actually less immersive because of ambient noise, and the acoustics of the room can affect the way you perceive the sounds. Headphones are a closed system, and therefore you hear exactly what the game developer wants you to hear. Number of speakers doesn't really matter when using headphones - you can achieve very realistic surround sound with only dual-channel headphones if the game has good directional audio (pretty much every game does)

Not only that, but the speakers are fixed in place as well, as opposed to headphones which move with you. Say you turn around 180 degrees - the left speakers are now on your right and the right speakers on your left, which would just be really confusing. Advanced software can fix this issue, but that's just more load on your computer on top of the already-intense VR rendering, and you still have the issues I mentioned above.
Last edited by Spyderborg; Apr 2, 2016 @ 8:42pm
--ranXerox-- Apr 3, 2016 @ 1:08am 
stereo headphones with virtual audio 7.1 is very good. i wish i can show you guys how good it is. even sounds more immersive!
Last edited by --ranXerox--; Apr 3, 2016 @ 1:09am
Amik Apr 3, 2016 @ 4:05am 
Vr not working With home theater is a huge misconception. A 9.1 dolby atmos system (With atmos) is more immersive then headphones. In fact, the difference in the sound quality is so great that it's not even comparable. I would pick my own 11.1 atmos-enabled Yamaha soavo system above headphones any day.

By the way, for those who don't know: dolby atmos is like the home theater's answer to binaural recordings. The system is objectbased and Ensures that the sound is reproduced exactly as the Developers intend to. IMO devs should stop supporting headphones and start focusing on home theaters instead.
Tucu Apr 3, 2016 @ 4:13am 
Originally posted by Amik:
Vr not working With home theater is a huge misconception. A 9.1 dolby atmos system (With atmos) is more immersive then headphones. In fact, the difference in the sound quality is so great that it's not even comparable. I would pick my own 11.1 atmos-enabled Yamaha soavo system above headphones any day.

By the way, for those who don't know: dolby atmos is like the home theater's answer to binaural recordings. The system is objectbased and Ensures that the sound is reproduced exactly as the Developers intend to. IMO devs should stop supporting headphones and start focusing on home theaters instead.

Surround sound is designed for fixed seated positions. When you are moving around and constantly changing your head orientation, the methods used by surround sound (including currenttly available Atmos setups) do not work. For now stereo headsets with a game engine with good 3d positional audio is the best way to go. In the future we might see designs with speakers, but they will have to be more evenly distributed that the heavily front-faced home threater setups.
Last edited by Tucu; Apr 3, 2016 @ 4:18am
Amik Apr 3, 2016 @ 4:16am 
Originally posted by I am Pupper:
It's actually less immersive because of ambient noise, and the acoustics of the room can affect the way you perceive the sounds. Headphones are a closed system, and therefore you hear exactly what the game developer wants you to hear. Number of speakers doesn't really matter when using headphones - you can achieve very realistic surround sound with only dual-channel headphones if the game has good directional audio (pretty much every game does)

Not only that, but the speakers are fixed in place as well, as opposed to headphones which move with you. Say you turn around 180 degrees - the left speakers are now on your right and the right speakers on your left, which would just be really confusing. Advanced software can fix this issue, but that's just more load on your computer on top of the already-intense VR rendering, and you still have the issues I mentioned above.

As home theaters have problems With accoustics in the room. Headphones have problems With a total abscense of accoustics making recordings sound unnatural and "thin". Both problems can be resolved With algorithms usually taking advantage of the Haas effect. In that regard room accoustics With surround systems can be solved With approximations more easily by a surround receiver then the preprocessed bleeding techiques used for headphones. The Yamaha advantage receivers does that flawlessly if you use it properly
Last edited by Amik; Apr 3, 2016 @ 4:32am
Amik Apr 3, 2016 @ 4:30am 
Originally posted by Tucu:
Originally posted by Amik:
Vr not working With home theater is a huge misconception. A 9.1 dolby atmos system (With atmos) is more immersive then headphones. In fact, the difference in the sound quality is so great that it's not even comparable. I would pick my own 11.1 atmos-enabled Yamaha soavo system above headphones any day.

By the way, for those who don't know: dolby atmos is like the home theater's answer to binaural recordings. The system is objectbased and Ensures that the sound is reproduced exactly as the Developers intend to. IMO devs should stop supporting headphones and start focusing on home theaters instead.

Surround sound is designed for fixed seated positions. When you are moving around and constantly changing your head orientation, the methods used by surround sound (including Atmos) do not work. For now stereo headsets with a game engine with good 3d positional audio is the best way to go. In the future we might see designs with speakers, but they will have to be more evenly distributed that the heavily front-faced home threater setups.

As i said, dolby atmos are not channel driven. When you move, the sound will also move With you if it's properly recorded. If you have bought speakers of different sizes and brands you might hear a difference based on which direction you are facing (though i don't With my system). However this is something the receiver usually fixes With room equalizers. For more expensive atmos receivers you can also pick a large area of focus.

And while we talk about frequency responces, Headphones aren't very accurate in that regard either. The difference of the inner ears of different people is actually quite significant. This itself makes binaural recordings less effective as there are no way to make up for these differences after the recording itself is done. THis is because there are no current solutions that can correct differences in accoustics for individual ears.
Tucu Apr 3, 2016 @ 4:46am 
A future generation of game engines, audio software, A/V receivers and speaker configurations will probably support VR. For now, headphones is the VR audio solution.
Amik Apr 3, 2016 @ 4:52am 
Originally posted by Tucu:
A future generation of game engines, audio software, A/V receivers and speaker configurations will probably support VR. For now, headphones is the VR audio solution.

Yes, in the terms of sound engines i haven't seen any support. But With the Object based surround systems it's not that hard to implement as the receivers will decode the audio channels correctly (providing you have done Your setup right).

The main thing that needs to be done is to integrate the headtracking for a fixed positioned speaker system which shouldn't be that hard With atmos integration.
Nanoha Apr 3, 2016 @ 5:03am 
We need to wear a VR sound headset, it would be an arrangment of poles protruding from your head with speakers on the end pointing at your head. I would suggest a huge diving helmet confuguration but I suspect that would mess too much with the acoustics so we'll have to stick with poles.
Tucu Apr 3, 2016 @ 5:18am 
Originally posted by Amik:
Originally posted by Tucu:
A future generation of game engines, audio software, A/V receivers and speaker configurations will probably support VR. For now, headphones is the VR audio solution.

Yes, in the terms of sound engines i haven't seen any support. But With the Object based surround systems it's not that hard to implement as the receivers will decode the audio channels correctly (providing you have done Your setup right).

The main thing that needs to be done is to integrate the headtracking for a fixed positioned speaker system which shouldn't be that hard With atmos integration.

The current audio engines can already do object based 3D audio for room-scale VR. But they are limited to headphones for now. A few years more of research and product development and we might see this translated to speakers, but it is not as simple as generating Atmos metadata and sending it to an A/V receiver.
VbHD Apr 3, 2016 @ 6:45am 
I had a basic question on this. I've got a surround sound system at home, and it (quite rightly) uses the speakers at or near the back for stuff thats supposed to be behind you (as you sit), and it uses the front/centre stuff for sounds that are infront of your perspective.

Now when im wearin my VR device, obviously I can turn, and change my perspective. Is my VR device going to communicate the change in perspective to my surround sound system? Cause if it did not, then the 'front noises' would sometime be coming from behind me if I turned all the way around (hope that makes sense).

Now that I think on it, second question. If the first query aint an issue. If my system (like most systems I imagine) has been setup to be custom for the room, with different levels etc, and also is made up of different types of speakers (ie big ass ones for the front, lot smaller ones at the back). Wouldn't those sort of differences make it sound a bit funny if I have the 'rear noises' coming out of the huge speakers (which due to perspective) are behind me?

I don't know ♥♥♥♥ about this so I figured I would ask.
Amik Apr 3, 2016 @ 6:52am 
Originally posted by Tucu:
Originally posted by Amik:

Yes, in the terms of sound engines i haven't seen any support. But With the Object based surround systems it's not that hard to implement as the receivers will decode the audio channels correctly (providing you have done Your setup right).

The main thing that needs to be done is to integrate the headtracking for a fixed positioned speaker system which shouldn't be that hard With atmos integration.

The current audio engines can already do object based 3D audio for room-scale VR. But they are limited to headphones for now. A few years more of research and product development and we might see this translated to speakers, but it is not as simple as generating Atmos metadata and sending it to an A/V receiver.

http://www.dolby.com/us/en/professional/content-creation/vr.html Dolby have already released the Technology. Generating the metadata is simple, it just have to be implemented in the engines.
Amik Apr 3, 2016 @ 6:59am 
Originally posted by VbHD:
I had a basic question on this. I've got a surround sound system at home, and it (quite rightly) uses the speakers at or near the back for stuff thats supposed to be behind you (as you sit), and it uses the front/centre stuff for sounds that are infront of your perspective.

Now when im wearin my VR device, obviously I can turn, and change my perspective. Is my VR device going to communicate the change in perspective to my surround sound system? Cause if it did not, then the 'front noises' would sometime be coming from behind me if I turned all the way around (hope that makes sense).

Now that I think on it, second question. If the first query aint an issue. If my system (like most systems I imagine) has been setup to be custom for the room, with different levels etc, and also is made up of different types of speakers (ie big ass ones for the front, lot smaller ones at the back). Wouldn't those sort of differences make it sound a bit funny if I have the 'rear noises' coming out of the huge speakers (which due to perspective) are behind me?

I don't know ♥♥♥♥ about this so I figured I would ask.

No, because the sound has to be virtually shifted as you move Your head around, so it has to be implemented. The Tech to do it is there, and it's called Dolby Atmos. However no one is using it. That being said, you will need an expensive receiver to make it work and to have a linear soundstage across different speakers.

I think it's stupid that oculus has told Developers to stay away from Home cinema systems based on the belief that this is the only adequate solution. I hold a Msc.Eng degree and i can tell that this is just non-sense.

Last edited by Amik; Apr 3, 2016 @ 7:01am
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Date Posted: Apr 2, 2016 @ 6:09pm
Posts: 28