ethomaz said:
The Xbone audio chip was made to works with the Kinect feature all the time.... of course there are simple games tasks too but if you need to do any raycasting audio you will need to use GPU CUs on Xbone too.
PS4 audio chip do the same except the Kinect part... so the voice recognication will be ready only when you are not playing a game (I guess)... and if you need to use raycanting auido again you need to go to GPU CUs.
I don't see advantage here... both will be free audio processing without need to use GPU or CPU... anything more complex in audio terms will need to use the GPU.
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It's a pretty neat chip, here is some more info on it: "The audio block is completely unique. That was designed by us in-house. It's based on four tensilica DSP cores and several programmable processing engines. We break it up as one core running control, two cores running a lot of vector code for speech and one for general purpose DSP. We couple that with sample rate conversion, filtering, mixing, equalisation, dynamic range compensation then also the XMA audioblock. The goal was to run 512 simultaneous voices for game audio as well as being able to do speech pre-processing for Kinect."
http://www.eurogamer.net/articles/digitalfoundry-vs-the-xbox-one-architects
But like you say, the PS4's audio chip will do basic things fine, but for more advance stuff you have to go to the CPU and/or GPU. The more free you can keep the CPU and GPU doing their things the better.