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DTS DCH Driver for Realtek HDA [DTS:X APO4 + DTS Interactive]

Spatial audio followed by 3D bit (2 pulses, 2 bits), the 3D bit is still one value, one position in 3D space.
We are breaking down one value into calculatable coordinates, but its still one position.

The position of the wave (up/down) followed by 3D position of the source.

Spatial Audio Bits.png

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For multichannel audio, when stereo is used the additional channels can be converted to spatial.
In terms of multichannel output, the same for all channels more than hardware.

Note that spatial audio is not tied to a channel, but must be added to be output (emitted).
If a 3D position specified front left area, then the front left channel is used.

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256 positions at 8cm a position = 2048, /100 = 20.48 meters each direction.

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Note that SPDIF has been programmed to allow for 8 channels input with this driver.
The additional side channels are virtualized between front and rear.

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A DMAS PCIe card could be called a SPU, sound processing unit. Position-to-position (PAM X).
 
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PAM X CPU, 2 pulse 1 bit (16,777,216 x 16,777,216) = 281,474,976,710,656 total bit switches.
Could be a pixel on a screen, or position with audio. No analogue, or binary.

You wont see that many values with an SPU, its not likely to be able to use that many steps.
Since each step would = X voltage, its max draw / number of switches.

256 bit is 128+ and 128- voltage steps, using DC switches (fixed, but variable fixed).
By variable fixed I mean the power value could change, but stays set.

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You can also imagine a 2 pulse 1 bit RGB memory register. Possibly @200THz read/write.
Each address would have an assigned power, the same as 256 bit.

Its possible to add variable resistance and variable input, to produce 2-3x values.
1v at X resistance = Av and X resistance, 2v at Y = Av and Yr.

Essentially instead of just 0.1v as a value, but also the resistance-current.
RGB: Input (R), resistance (G), voltage (B) = value (or similar).
 
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Working on an updated preset, no ALC tuning files. So far slightly better audio, lower latency, lower memory usage, 100% universal.
The only binary file is the UI file along with the offline headphones database file, used by the app only.

Update.png
Service.png
Global.png
 
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I'm not an active user on this forum, but i had to login just to say thank you for this awesome mod, it work wonders! :D
 
No problem.

If you use SPDIF only which has no secondary form factor (External Speakers), plug in analogue, it can be disabled, you then get the hardware tuning from the device its self.
Some SPDIF policies add a secondary form factor, Realtek USB is an example, and in addition channels are labelled by position, rather than number.

As a side note DTS APO4 supports secondary form factor on SPDIF, and HDMI (to my knowledge).
I am using an optical to 3.5mm optical (combo jack) adapter as a blank (see here).

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Fun fact Realtek USB could be upgraded with RGB PAM X, and use the full available bitrate of the USB version it uses, all on position-to-position resolution.
HDA audio is limited to around 37 Mbits/s, so it will limit the input to PAM X to that much, which is not enough [original information].

The Realtek USB, SPU, would have one optical + copper port, connected to a programmable channel router (any layout).
The channel router can also have headphones and microphone ports, since the main port is duplex.


GPU's also use HDA with HDMI (same bitrate). I have HDA myself and can say its legacy compared to USB, when drivers etc are all working as intended.
 
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Reminder: If you are using stereo mode, you can change modes in the DTS:X app not matter what Sound Unbound mode and config you are using.
Sound Unbound is a part of APO4, the newer versions you select Headphones:X, then set to none (Speakers, Ultra).

The older provided version still separates the two modes, use Ultra for speakers.
If you are using multichannel install then ignore the app.

Both the DTS:X Ultra app and Sound Unbound app have their own headphones database, with preset tuning.

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The below entries are added by the driver pack (DTS DCH), in this case my S1220A.

Optical 1.png
Optical 2.png

You will need to own Sound Unbound to use the latest version.
 
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I cant say if or when RGB Optical will end up on the consumer market (I would guess a few years). While USB is an upgrade, currently its mostly unused.
The audio difference should be none in the PCM sense, as the additional available bitrate is not used at all, so no extra resolution.

You would also need audio at the given resolution in order for it to be 'True Sound', certainly not MP3 or PCM 24 bit.

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Realtek Superposition SPU :) Potentially 1 port, no analogue or power signal.

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Digital audio routing (PAM X):

(Start) Onboard SPU > Audio Router > Outputs (End) + Power Supply.
(Start) Inputs (Microphone) > Audio Router > Onboard SPU.

Inputs will likely be stereo, so 2 bits, then next input.
Transcoders are in each speaker-mic.

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Bitrate is spent on number of channels x sample rate, no specific specification (bitrate limited). Can be 1 pulse bit, 2 pulse bit, so on.
1 pulse 1 bit does not effect bitrate requirements, however 2 pulse 1 bit requires twice the bitrate to equal the same.

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The router also allows the consumer to choose the number of channels, the channel layout, the number of inputs, and amount of power.
Power supplies are separate from the router, this allows the consumer to change the speaker supply at any time.

Not really any different to a network router, with additional power over ethernet.

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Reminder: Its speaker draw, and a speaker can use any voltage value per step, for example 256 @ 0.01v (+-), or 256 @ 0.02v (+-).
 
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Now PAM-X is defined, and Realtek have already established a USB audio device, it should not take too long for a Realtek SPU.
Windows will also need an upgrade, as it as has limits such as 8 channels, and no current speaker layouts.

Reminder: PAM-X, 256 bit 40 channels 48K sample rate (48 Kbits/s) = 1.92 Mbits/s.

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Expected specification (SPU v1.0): 256 bit, 200-400 Mbits/s, per channel.


PAM X - Speaker.png
Simple 8 bit illustration, position-to-position (PAM-X).
Both signal and a format, direct output.
 
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This should be correct:

GPU: 3840 x 2160 = 8,294,400 (8.3 million) pixels, 1 bit a pixel would be 8.3 Mbits, x refresh rate, lets say 1000Hz, 8.3 Gbits/s.
No change to pulses per bit, since pixels display 16.77+ million colours, its already direct data.

PAM-X GPU, could also be called pixel pulse technology.
 
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Since PAM-X optical is superposition, and it supersedes all current methods (and some hardware), I will go ahead and say, Welcome to the Quantum age.

Quantum superposition is actually much easier to use than you think!

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'Quantum superposition is a fundamental principle of quantum mechanics that states that linear combinations of solutions to the Schrödinger equation -
are also solutions of the Schrödinger equation. This follows from the fact that the Schrödinger equation is a linear differential equation in time and position'

Note that, power is additive, which makes power based superposition really not so doable, not without pre and post readings.

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Most devices including monitors will eventually likely have a USB-X port, with optional power delivery (I think its currently 240w, maybe more).
 
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Note that PAM-X is not compressed (you can not compress 1 bit data to less than 1 bit), and there is no encoding at all.
Data is RAW and direct, so not only is the bitrate reduced (not using binary), latency is also reduced.

I would also guess the number of switches needed in a CPU could be reduced.

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For reference, the values 1 bit can specify is an infinite, limited only in range by the hardware used.
For example RGB with the addition of UV and IR, would increase the value range *.

In the spatial sense that would be up to 5D, which is interesting.


* 1,099,511,627,776 total values, single pulse.

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If you have been following my posts, you have learned about both PAM-X and Quantum Superposition.
Can also be called 'position-to-position', which you will see me say a few times, for audio.

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When it comes to digital audio there should be enough position-to-position data to drive a speaker.
 

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As someone new to this, is this compatible with my motherboard onboard sound? It uses realtek. ASrock X870e Nova

Link to motherboard manual
 
Did someone get the game Clair Obscur to output 5.1 channels? It's not working for me.
 
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That has been mentioned before. I will take note. Similar to Virtual Audio Cable.

Game > FXSound (5.1) > SPDIF > DTS Digital Surround.

You can set to 7.1 if it allows it, you will get virtual side with this driver.

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Based on digital Class-D and PowerDAC's, you need about 200 MHz of digital data per second to drive a speaker.
For PAM-X that would be 200 Mbits/s, 1 bit a cycle, with a set value range of 256 (~ 32 bit float).

Physical emitter position direct as signal bits, position-to-position transcoded.
256 physical positions, 200 M positions per second, per channel.


Quantum speakers, however there will be a hardware limit in terms of value range (power mostly).

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Note that a single fiber can fit 400 Tbits/s or more, in PAM-X, that would be 400 THz 1 bit cycles.
 
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You can try the other pack here for USB, but you need a functioning driver already installed.

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Note than PAM-X is measured in bits, kilobits and not bytes, 8 bits to a byte.
Transmission standards are measured in bits, not bytes.

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HDA.png

Here we see HDA is legacy, most certainly nowhere near 32 bit float @ 200 MHz.
USB or PCIe SPU (Sound Processing Unit), PAM-X, no analogue.

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200,000,000 × 2,000,000 = 400,000,000,000,000 (400 Tbits).
200 Mbits/s x 2 million channels = 400 Tbits/s.

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Also note that PCM is binary, and certainly not capable of full audio, its sparse data.
Try driving a speaker at 48 KHz without a DAC and simple switches.

Its the reason why Class-D and PowerDAC's use around the 200 MHz area.


Class-D.png

DMAS PAM-X.png

PAM-X DSP, SoC (System-on-a-Chip), position processing.
200 Mbits/s of original position data, per channel.

Yes the emitter is essentially the converter (air pressure).
The transcoder is still PAM-X, as power values.

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Note that emitters can not teleport, so if you did max then min power
- it would travel through several positions, not just two.
 
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