Yes but you have to go out and record your own impulses, or use some pre-baked impulse datafiles that possibly dont match what you want because there is no way to tweak it. I think i3dl2 is more flexible. IR is nice but i don’t think it is absolutely nescessary and has disadvantages that i3dl2 doesn’t, not to mention our i3dl2 implementation uses far less cpu time.
Well, our sound designer would be more than happy if he could record impulse responses since he has the perfect equipment. Also, IR reverb shouldn’t be seen as a substitute to i3dl2 but more as a addition or alternative. I’m pretty sure that most game developers will keep using i3dl2 even though support for IR gets added since it’s standard. But the few ones who have the knowledge and who want to try something new and possibly better with IR reverbs should have the possibillity to do so if possible. So please, think about it
‘PS3’ doesnt in fact support any type of reverb. You’re thinking of multistream.
We have a high quality i3dl2 compliant reverb of our own, listed as ‘sfx reverb’ (written by the guy who came up with EAX4). This is very high quality.
From what i understand IR reverb is not configurable anyway, how would you change one aspect (ie see any of the 12 or so configurable parameters in I3DL2) of the reverb in realtime?
You’re right about IR reverb being just a part of Multistream and not something supported in hardware. Still, the fact that they have it in Multistream must be a hint of it being usefull. Also, I don’t think it’s fair to compare IR reverbs with i3dl2 reverbs since they differ quite alot. While the later is based on parameters and a way of approximating reality IR reverbs uses (preferably) an impulse response from a "real" environment which of course if used correctly can give a much more realistic result and if not then at least a more organic one.
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