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Onboard sound card VS PCI sound card

Discussion in 'General Hardware' started by Tan DJ, Jan 1, 2007.

  1. Grings

    Grings New Member

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    i doubt it, nvidia soundstorm rocked (it was a dedicated dsp which encoded/upmixed to dd live and cost nvidia too much to make, which is why theyve used normal codec chips since, and the asus has a good quality co-ax, better than other nf2's ive got (abit, leadtek(now dead), and an aopen xc cube)
     
    Last edited: Jan 5, 2007
  2. Tan DJ

    Tan DJ New Member

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    Back to the original thread-

    I just tried Theme Park World with the PCI latency updated from 32 to 64, and it has not had any effect. It still stutters just as bad.

    (By stuttering, i mean every now and then the game will pause and it will repeat about 1 second of sound between 5 and 20 times before going on again. It is so anoying.)

    Is this caused by my hardware setup, or is it just an artefact of trying to run an old Win95 game on WinXP?
     
  3. Casheti

    Casheti New Member

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    You can do compatibility mode.

    Right click the icon for the game, click compatibility tab, and then Windows 95.
     
  4. xvi

    xvi

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    Hey. I think I have Theme Park World, too. It was pretty glitchy on Windows XP, if I remember right. I'll dig the CD up and try to install it again. Try the compatibility mode and also see if there are any game patches that you can download. Sometimes, problems like this are due to the game itself.

    You can find the V2.0 Patch here.

     
    Crunching for Team TPU
  5. AshenSugar

    AshenSugar New Member

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    * Dual Voodoo3 cards now supported.



    ROFL
     
  6. xvi

    xvi

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    No system is a system without Dual Voodoo. *rolleyes*
     
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  7. hat

    hat Maximum Overclocker

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    the only difference is the quality of the sound. Unless you want to spend 200$ on a sound card for some really good sound with loads of features, I suggest you stick with the onboard. Unless you get a sound card with X-RAM, you wont be noticing any real difference in permormance.
     
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  8. AshenSugar

    AshenSugar New Member

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    as stated b4 many times creative has yet to prove xram does anything for game perf
     
  9. ktr

    ktr

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    i did some reading :toast: ...majority from the wiki :rockout:

    1) OpenAL is hosted (and largely developed) by Creative Labs with on-going support from Apple.

    Speak of the devil :pimp:


    2) EAX has nothing to do with actual 3D audio positioning. Positioning is done by Microsoft's DirectSound3D API. An alternative to DirectSound3D, called Open Audio Library (OpenAL), surfaced in 2003 in several titles. OpenAL allows direct hardware acceleration of audio, like DirectSound, including EAX.


    So basically the comment "ms is trying to do away with "eax" as it is now, moving to use OpenAL based sound in vista" is false because eax and OpenAL are different. Also M$ already has Directsound, why do they want to replace their own product?


    3) Creative was not content with the situation when the world bestseller didn't use hardware DirectSound, to say nothing of the latest EAX, which would have allowed high-quality 3D sound algorithms.[..]Support for DirectSound + all existing EAX4 features was hardly introduced by rewriting the audio code from scratch. Creative had to overhaul the entire OpenAL and release a special new version.


    Creative is not happy being one of the worlds highest provider of soundcards, which lack Directsound. To implement DirectSound, Creative would have to rewrite the audio code from scratch, which will cause Game Devs to recode the game (and possibly any software that produces sound) and drivers to be remade. So Creative had to overhaul and implemented OpenAL so that they can achieve a similar DirectSound, w/o the trouble.

    OpenAL has nothing to do with replacing EAX, but accepting it as a practical counterpart for DirectSound.


    4) Programmers should use OpenAL API for full control of all available modes and functions. To get maximum gains, we should unpack samples from OGG, MP3 formats into on-board X-RAM, when a game level is being preloaded into memory. But even old applications can benefit from X-RAM, as samples will be cached.


    X-ram in layman terms is audio cache and cache is "A temporary storage area where frequently accessed data can be stored for rapid access." Frequently used sound samples will be decompress in to raw data and will be quickly accessible. If "Programmers should use OpenAL API", average reported FPS performance to +25%

    (tested on a modified UT2k4 which used OpenAL API ; basic is the same xfi card with x-ram force off)
    [​IMG]


    Xfi is mainly good for gaming, but doesn't show performance gains in synthetic tests.

    "Does X-RAM provide real advantage in games? It does, but it can be said for sure only about new games that were created in cooperation with Creative programmers. There are only a few such games so far, but they are all hits: DOOM3 1.3, DOOM3:ROE, Quake4, BattleField 2, BattleField 2:SF. Taking into account that EAX5/X-RAM SDK has been released only recently, we have some grounds for optimism – we may have more games soon. But as OpenAL is too slow to take roots among developers because of its differences from DirectSound, we can make a conclusion that the situation will not change much here."


    In conclusion, it seems Creative holds the upper hand in future audio products. Also, i have a feeling that is post is gonna get raped with arguments. This post is to inform you that there was intention from Creative for X-RAM...not to say creative is the best and everything else is crap, because i say X-fi sucks (basically a beta sound card), but seems to have potential
     
    Last edited: Jan 8, 2007
  10. AshenSugar

    AshenSugar New Member

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    not gonna rape it, just point out that MS dosnt want to deal with EAX dirrectly but from what i have read wants to deal with it via OpenAL, they are trying to standrdise everything so that games can be developed easyer for all platforms(such as xbx360 and pc's getting the same titles without huge perf diffrances and porting delays)

    Creative dosnt like playing nice with other companys, many have tryed to work with them to improve OpenAL so it would gain wider use, but they are lot like Nvidia they want things their way or they arent gonna play with you.

    And i have at least 5 or 6 fairly current games that use openal, alot of game makers are starting to imbrace it for a few reasions, one major one being its more cross platform then directsound, openal can work on any os, so they can support mac(current macs) with alot less effort if they just use OAL insted of ds, and yes game devs are starting to see linux/unix(osx is a form of bsd unix) as a market, mainly from what i have seen due to Apple moving macs to PC chips allowing far easyer porting(just a recompile to run on unix insted of win32)

    i know some people who are game devs, they all say the same thing , now that mac is PC/x86 based they are working to support it, mac users will spend more for their games per copy then pc users will(i have seen them spend 2x as much or more to buy a game!!!!) this wouldnt work with directsound or d3d because ms dosnt want dx to be crossplatform, BUT openAL is crossplatform....blah

    basickly when i said what i said i wasnt being clear about what i ment, eax as it is now isnt friendly with diffrent types of hardware or with Vista, but using OpenAL to access/support EAX is more....friendly i guess you could say, it means ms wont have to deal with trying to give xbx360 EAX3-4-5-6-----support(they couldnt leigaly because creative dosnt licence them out)

    corse ms could just buy out creative, im sure bill can afford it ;)....humm that might not be all bad, at least ms is better at patching stuff they make so its at least useable :p
     
  11. Tan DJ

    Tan DJ New Member

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    I got Theme Park World to work using this WinXP fix: http://www.adamhearn.co.uk/games/themeparkworld/tpwwin2kfix.html It doesn't work at all if I set the compatibility mode.
     

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