Marc Lavallée wrote:
Current consumer grade VR systems are technically imperfect; we can see
the pixels, there's lens aberrations and color distorsions, the field of
view is limited, etc. Paired with imperfect headphones to listen
to imperfect HRTF rendered content, the experience should be good
enough, because it is new. We may care more about "hi-fi" VR audio is a
few years, because most of the early efforts will be spent on enhancing
the visual experience. So, yes: head-tracked audio is, at this point,
much more important than perfectly matched HRTFs, and it could fit the
bill for a long time.
--
Marc
But Sennheiser's aim is also to present surround music via headphones,
so we still need quality solutions...
St.
On Mon, 25 Jan 2016 13:15:10 +0000,
Dave Malham <dave.mal...@york.ac.uk> wrote :
At this stage, one has to wonder just how much need there really is
for matching HRTF's. I'm not so convinced these dys as I once was, at
least if headtracking is properly implemented, the few "fixed"
parameters are matched (like inter-ear distances) and there are good
visual cues as there are in modern VR systems.
Dave
On 25 January 2016 at 12:58, Steven Boardman
<boardroomout...@gmail.com> wrote:
We can definitely re-learn/reprogram our perception of stimulus, as
long as there are other cues to back it up.
This has been proven via glasses that alter the orientation of the
visual field. After a while the brain adapts, and presents this as
normal. I think that once learn your brain can remember this too…
https://en.wikipedia.org/wiki/Perceptual_adaptation
Indeed I have found this to be the true of different HRTFs too,
using my visual panning cues to learn the HRTF.
This is even easier with head tracked VR video.
Steve
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