vampiricwulf
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Anyone else hearing constant crackling when actually in game? EDIT: Problem with the game Reddit thread on it states that the audio breaks when not using standard low bitrates.
post edited by vampiricwulf - 2020/12/09 23:30:36
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ty_ger07
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/10 04:51:24
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☼ Best Answerby vampiricwulf 2020/12/11 21:17:32
Always use standard CD/DVD quality bitrates.
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vampiricwulf
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/10 07:06:12
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But then what's the point of buying a soundcard/DAC and studio headphones?
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socialwaif
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/10 12:50:05
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ty_ger07 Always use standard CD/DVD quality bitrates.
Sorry that I need to ask, but what would those be again?
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LCaldas
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/10 16:38:04
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For me are perfect. No problem in Cyberpunk 2077
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tool_13
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/10 17:46:04
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For me the crackling disappeared when i went from 24Bit, 192kHz to 24Bit, 48kHz Not sure if there are any general drawbacks with using 24Bit instead of 16Bit and 48kHz instead of 44.1kHz, maybe someone with more knowledge could shed some light on this in regards to gaming and general music listening.
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/10 19:49:54
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24/192 works in all the different games I've played including new ones. Some don't like anything higher. I'll try it in Cyberpunk 2077 tonight.
There should be a list somewhere of games that support 32-bit, etc.
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/10 19:58:27
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Try knocking it down to 192kHz. I had audio problems in some older games but lowering it down to that point seems to fix it in most all of them. If needed you could go down to 48,000kHz. The reddit might tell you what point the issue shows up on and probably in the future it will be patched.
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socialwaif
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/10 20:42:54
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Thanks for the replies. I will be trying out those settings in games.
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ty_ger07
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 04:29:59
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vampiricwulf But then what's the point of buying a soundcard/DAC and studio headphones?
There is zero perceivable benefit to those "HD" bitrates in the first place. 48kHz 24-bit can perfectly record and reproduce all human-perceivable sounds, in all human-pereivable/bearable noise levels. Nyquist-Shannon sampling theorem. The only reason the uselessly high stuff exists is because of marketing. The circuitry got too inexpensive and common, and "premium" products had to create some new "inovasion" that they could market; so they just started upping sample frequency and bitrate (even though there is zero scientific validity in claiming that it sounds better). The only reason the NU Audio card supports the uselessly high stuff is because it needs to so that people who use uselessly high audio (for some reason) don't get mad and complain. An EVGA employee even agreed with me about this, on this forum once in the past. Keep it normal. Keep it compatible. Keep it sane. Use logic. Embrace science. The analog circuitry and speakers/headphones can make a huge different in the sound. That's the point of buying a soundcard/DAC and headphones. You buy those to suite your taste. The sampling frequency and bitrate makes zero difference above a certain point. They figured this stuff out and created the standard back in 1980.
post edited by ty_ger07 - 2020/12/11 04:46:19
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tool_13
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 05:42:33
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ty_ger07
vampiricwulf But then what's the point of buying a soundcard/DAC and studio headphones?
There is zero perceivable benefit to those "HD" bitrates in the first place.
48kHz 24-bit can perfectly record and reproduce all human-perceivable sounds, in all human-pereivable/bearable noise levels. Nyquist-Shannon sampling theorem.
The only reason the uselessly high stuff exists is because of marketing. The circuitry got too inexpensive and common, and "premium" products had to create some new "inovasion" that they could market; so they just started upping sample frequency and bitrate (even though there is zero scientific validity in claiming that it sounds better). The only reason the NU Audio card supports the uselessly high stuff is because it needs to so that people who use uselessly high audio (for some reason) don't get mad and complain. An EVGA employee even agreed with me about this, on this forum once in the past.
Keep it normal. Keep it compatible. Keep it sane. Use logic. Embrace science.
The analog circuitry and speakers/headphones can make a huge different in the sound. That's the point of buying a soundcard/DAC and headphones. You buy those to suite your taste. The sampling frequency and bitrate makes zero difference above a certain point. They figured this stuff out and created the standard back in 1980.
Thanks for the explanation, i totally agree. Would you say that 24Bit, 48kHz is still a reasonable setting or do you even recommend to drop it down to 16Bit, 44,1kHz? This is with casual PC gaming and music (FLAC/MP3_320) listening in mind.
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vampiricwulf
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 08:44:14
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That's the same rebuttal for the 24/30 FPS standard they use to use. Yet we've found over time that when acclimated to higher frame rates, the body's capability matches, utilizes, and prefers the increase in "imperceptible" information. 24/48 isn't the limit of the human brain, it's the old limit of recording software, hardware, and laziness of humanity to increase standards. If you compare 4k monitors and 2k monitors, from a certain distance they look the same, but there's a remarkable difference when scrutinized up close. The same logic applies to sound. The ability to do better noise reduction, provide more vivid sounds, and produce more accurate tones only comes out if you increase the amount of data compressed within each second.
It's one thing to say "most things are recorded at 24/48 so it's pointless strain on your system to use higher quality" and it's another to claim that it's a hard limit to humanity.
But what do I know, man claims science is on his side, as if there wasn't a time when the scientific community decided it was pointless to create and improve upon the microscope because we could see all that there was to see. Stop claiming science as your argument background and provide actual articles citing your points that 24/48 is the limit and that we should all just stop increasing audio fidelity because of 0 added benefit.
You could find scientists who believe in an afterlife, appealing to authority with EVGA staff who agrees with you isn't proof of anything.
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ty_ger07
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 16:46:02
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What are the human hearing frequency limits? Double that, and that is the most sample frequency you need to perfectly record and reproduce all human audible sound. This is well established. This is nothing like FPS limits. The 24/30/60/144... FPS crap was never scientifically valid in the first place.
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vampiricwulf
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 17:03:19
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Oh? So frequency only exists as integers of Hertz? There's no such thing as nanohertz, microhertz, etc? Bitrate and frequency are two different arguments. We don't hear integer hertz frequencies. Precision of sound is much more than that. We don't look at something and only measure to the nearest meter, we measure to the depth of precision possible with our tools. Further, bitrate and frequency isn't even 1:1, we mux down the frequencies to fit our closest representation of them, simulate direction based on advanced algorithms, and so on. Look at the scenario where we have two sources on the exact same frequency, but different loudness and direction, how do we represent them in binary? What if they're not the same frequency and instead .1 off of each other, pushing one to be rounded down and one to be rounded up? More bitrate provides a more accurate representation of frequency, loudness, direction, etc. Less bitrate creates more distortion and approximation. Have you ever heard a discord call where 20+ people talk at once? https://www.youtube.com/watch?v=kF0ETMQ-DDs#t=827Bitrate and frequency are different arguments.
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ty_ger07
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 18:16:34
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vampiricwulf Oh? So frequency only exists as integers of Hertz? There's no such thing as nanohertz, microhertz, etc?
Can you hear nanohertz or microhertz? No. What's your point? Bitrate and frequency are two different arguments. I agree. We weren't ever arguing that, were we? What if they're not the same frequency and instead .1 off of each other, pushing one to be rounded down and one to be rounded up? 24-bit depth has you covered. 24-bit depth does not limit bitrate for any human-perceivable sound. More bitrate provides a more accurate representation of frequency, loudness, direction, etc. Less bitrate creates more distortion and approximation. Agreed. Irrelevant to this argument. You seem confused about how digital audio is recorded and played, and seem confused about the difference between bitrate and bit depth. Watch this: Everything you need to know.^^ If I knew which headphones you owned, that would be another easy way that I could demonstrate that uselessly high sample rates cannot even be duplicated by your headphones. If you agree that humans can hear in the range of 20 Hz to 20 kHz (scientifically validated), then you could agree that the highest sample rate needed is 40 kHz. On the other hand, if you continue to disagree with that scientific fact, I could instead argue what your headphones are capable of reproducing. Let's say that your headphones have a frequency response range of 10 Hz to 30 kHz. If that were the case, the highest sample rate that your headphones would be able to effectively utilize would be 60 kHz; way below 192 kHz.
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ty_ger07
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 18:21:50
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tool_13
ty_ger07
vampiricwulf But then what's the point of buying a soundcard/DAC and studio headphones?
There is zero perceivable benefit to those "HD" bitrates in the first place.
48kHz 24-bit can perfectly record and reproduce all human-perceivable sounds, in all human-pereivable/bearable noise levels. Nyquist-Shannon sampling theorem.
The only reason the uselessly high stuff exists is because of marketing. The circuitry got too inexpensive and common, and "premium" products had to create some new "inovasion" that they could market; so they just started upping sample frequency and bitrate (even though there is zero scientific validity in claiming that it sounds better). The only reason the NU Audio card supports the uselessly high stuff is because it needs to so that people who use uselessly high audio (for some reason) don't get mad and complain. An EVGA employee even agreed with me about this, on this forum once in the past.
Keep it normal. Keep it compatible. Keep it sane. Use logic. Embrace science.
The analog circuitry and speakers/headphones can make a huge different in the sound. That's the point of buying a soundcard/DAC and headphones. You buy those to suite your taste. The sampling frequency and bitrate makes zero difference above a certain point. They figured this stuff out and created the standard back in 1980.
Thanks for the explanation, i totally agree. Would you say that 24Bit, 48kHz is still a reasonable setting or do you even recommend to drop it down to 16Bit, 44,1kHz? This is with casual PC gaming and music (FLAC/MP3_320) listening in mind.
24-bit depth at 48 kHz sample frequency is optimal. 16-bit is fine, but at very high levels (like, are you trying to go deaf?), it does have some background noise which dithering can't overcome. So, just from the purity standpoint, 24-bit depth is measurably better than 16-bit. Slightly. There is no perceivable difference between 48 kHz and 44.1 kHz. They are effectively the same. They are just slightly different standards used for manufacturing reasons. Don't go lower, or else you will hear a decrease in quality. But like anything, people have preferences. Maybe someone prefers the sound of poor quality audio. And don't go higher, or else you will have a decrease in compatibility, and needlessly large file sizes.
post edited by ty_ger07 - 2020/12/11 18:53:02
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EVGA_Lee
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 18:28:36
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☄ Helpfulby vampiricwulf 2020/12/12 08:39:47
vampiricwulf But then what's the point of buying a soundcard/DAC and studio headphones?
Which bit-depth/sample rate were you trying to use? I don't generally play at anything above 24-bit/48kHz. You can get away with 96kHz sometimes, but most games run into problems beyond that. Bit-depth and sample rate have more to do with how much data is actually stored in an audio track and how fast it needs to be played back to hear all the data (sorry, that's a terrible description). If the audio track or file is created and saved at a lower bit-depth/sample rate than you are using, then you won't magically find something in the track by setting the bit-depth/sample rate higher. There is a whole other discussion about whether people can hear "more" with a higher bit-depth/sample rate or if upmixing files into DSD or higher bit-depth/sample rate files, but for the sake of this post, let's just assume that you won't get more out of setting your bit-depth/sample rate higher than a game's default audio. CD and DVD quality audio is still good quality; the main issue is if poor compression is used on the audio files, which will drastically affect the overall quality of the audio. If the original audio file is recorded or mixed at CD or DVD quality, then you aren't losing anything. The reason for the audio card and better headphones is that you can hear more within the audio track and/or you filter out certain undesirable audio artifacts. One of the reasons you end up with better headphones is that you don't just want to hear a music track - you want to hear everything within the music track, including instrument and vocal separation to give you the greatest impression of all the different components that went into making a music track. Quite often you hear people trying new headphones and they say "Wow, I've heard something new in a track that I've been listening to for a long time!". Some of that might be true because the audio fidelity is better on your headphones, but it can also be a different focus for that particular set of headphones. If your new headphones eschew heavier bass for more prominent mids and highs, you'll hear more that might have been masked by the bass of your previous headphones; same thing goes in the opposite direction. Likewise, this also translates to improving your audio quality with games by using better DAC/Amps and speakers or headphones. You can hear more, you can hear more clearly, and you are able to make better decisions based on those factors. Of course, that's simplifying things a bit. Some speakers and headphones are far more geared towards immersion, rather than detail and precision within a soundstage. But you understand what I mean. So long as the audio quality of the source file is sufficient enough - and something mixed by a AAA game studio generally is sufficient enough - worrying about bit-depth and sample rate is the wrong discussion when it comes to why you should purchase better audio equipment.
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vampiricwulf
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 18:57:01
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ty_ger07 Can you hear nanohertz or microhertz? No. What's your point? Yes you can hear 20.1009 Hz, cognitively distinguishing it from 20.1 or 20 is a different question, but you can hear it regardless. My point is simple, you're sacrificing precision under the claims of no perceivable difference, when not providing any actual evidence. ty_ger07 I agree. We weren't ever arguing that, were we?
Yes, because your claims only really apply to frequency (real world), not to bitrate (digital). ty_ger07 24-bit depth has you covered. 24-bit depth does not limit bitrate for any human-perceivable sound.
So... more data = better precision? Therefore higher bitrate = more data = more accurate depiction of reality? I don't see why your goal is to end at the assumption of "human-perceivable" limits, when the science is perpetually updated based on better more precise tools. ty_ger07 Agreed. Irrelevant to this argument. You seem confused about how digital audio is recorded and played, and seem confused about the difference between bitrate and bit depth.
This was the argument to begin with... While I may not be knowledgeable of the nuance between bitrate and depth. I'm very knowledgeable about approximation and the false representations they have of the exact value. EVGATech_LeeM Which bit-depth/sample rate were you trying to use? I don't generally play at anything above 24-bit/48kHz. You can get away with 96kHz sometimes, but most games run into problems beyond that.
"Most games" is a disputable claim, unless you're trying to make an argument that DOS-era games are to be included. I can run 99% of modern games from 2000s and later on 24/192 without concern of the audio corrupting. EVGATech_LeeM Bit-depth and sample rate have more to do with how much data is actually stored in an audio track and how fast it needs to be played back to hear all the data (sorry, that's a terrible description). If the audio track or file is created and saved at a lower bit-depth/sample rate than you are using, then you won't magically find something in the track by setting the bit-depth/sample rate higher. There is a whole other discussion about whether people can hear "more" with a higher bit-depth/sample rate or if upmixing files into DSD or higher bit-depth/sample rate files, but for the sake of this post, let's just assume that you won't get more out of setting your bit-depth/sample rate higher than a game's default audio.
My quarrel with the claim of 24/48 being end-all is that recording tech will continue to improve and more things will be recorded at higher fidelity regardless of "perceptible" differences. When I run 24/192, it's because I want to know that I won't be "downscaling" if something happened to be recorded at anything above 16/44.1 or 24/48 or any other claimed standard. I have no stakes in the argument of upscaling as concerns of approximating frequencies is illogical as there should be no digital difference other than extra wasted empty bits unless some sort of predictive algorithm is used. EVGATech_LeeM CD and DVD quality audio is still good quality; the main issue is if poor compression is used on the audio files, which will drastically affect the overall quality of the audio. If the original audio file is recorded or mixed at CD or DVD quality, then you aren't losing anything. The reason for the audio card and better headphones is that you can hear more within the audio track and/or you filter out certain undesirable audio artifacts. One of the reasons you end up with better headphones is that you don't just want to hear a music track - you want to hear everything within the music track, including instrument and vocal separation to give you the greatest impression of all the different components that went into making a music track. Quite often you hear people trying new headphones and they say "Wow, I've heard something new in a track that I've been listening to for a long time!". Some of that might be true because the audio fidelity is better on your headphones, but it can also be a different focus for that particular set of headphones. If your new headphones eschew heavier bass for more prominent mids and highs, you'll hear more that might have been masked by the bass of your previous headphones; same thing goes in the opposite direction. Likewise, this also translates to improving your audio quality with games by using better DAC/Amps and speakers or headphones. You can hear more, you can hear more clearly, and you are able to make better decisions based on those factors.
Precisely why I bothered to buy a soundcard in the first place. I'm not just using it for gaming, that'd be a waste in my opinion. EVGATech_LeeM Of course, that's simplifying things a bit. Some speakers and headphones are far more geared towards immersion, rather than detail and precision within a soundstage. But you understand what I mean. So long as the audio quality of the source file is sufficient enough - and something mixed by a AAA game studio generally is sufficient enough - worrying about bit-depth and sample rate is the wrong discussion when it comes to why you should purchase better audio equipment.
The concern is that the recipient is unaware of the depth/rate of the audio they are listening to in the first place (unless it is a file stored on your computer or in a stream that provides such information). In a game I could be listening to 16/44.1 or even 32/384 (doubtful, but the possibility exists), I simply want to run all of my system at a level that I know covers my bases well enough. When it came to Cyberpunk 2077 (the topic we started at), the problem wasn't that the game wasn't recorded in 24/192, it was that the game's audio engine itself couldn't handle 24/192 and required lower settings to even run without constant noise. I can emulate a NES game with 8-bit audio on 24/192 to perfection, but a modern game cannot? That's a concern I thought I'd never have to have.
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ty_ger07
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 19:17:39
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You are so confused. Watch the video. Yes you can hear 20.1009 Hz, cognitively distinguishing it from 20.1 or 20 is a different question, but you can hear it regardless. At 48 kHz sample frequency, you will hear every one of those frequencies perfectly fine. I am not sure what you are trying to argue. You seem very confused. A 48 kHz sample frequency can record and perfectly reproduce every frequency from 0 Hz to 24 kHz. Every fraction of a frequency. Every combination of an infinitely many different fractions of a frequency at the same time. And it will reproduce it 100% perfectly. It is a guarantee. It is the way digital audio was designed. When it came to Cyberpunk 2077 (the topic we started at), the problem wasn't that the game wasn't recorded in 24/192, it was that the game's audio engine itself couldn't handle 24/192 and required lower settings to even run without constant noise. As are many games. That's why 48 kHz 24-bit is recommended. There is no benefit to going higher. And there is detriment (incompatibility) when going higher. So, don't go higher. A higher number of sample points doesn't make the audio better. There is a minimum number of sample points required to record lossless digital audio, but once you achieve the minimum, every human-perceivable sound will fit on the exact same waveform regardless of how many additional sample points you add. That's why the lowest required number of sample points are used. Shannon-nyquist sampling theorem. The exact same waveform could be represented by 2 sample points, or a million sample points. The end result will look and sound identical. Watch the video. Using the minimum number of sample points reduces file size and reduces complexity. Since the end result is identical, the lesser is used. Since the lesser is what is commonly used, it is what is recommended for compatibility reasons. As far as bitrate is concerned, yes, that can make a huge difference. Use lossless audio. 48 kHz 24-bit can be lossless. 48 kHz 24-bit isn't necessarily any more lossy than 96 kHz 24-bit or any other higher ridiculousness. The lossiness is based on compression. If you compress 48 kHz 24-bit audio too much, yes it will sound bad; but that isn't the fault of 48 kHz 24-bit audio. Don't use compressed low-bitrate lossy audio if you don't want it to sound like crap. Once you watch the first video, watch this video. ^^ This one will probably blow your mind. He talks about bitrate and lossy versus lossless audio too. Really good stuff. I have no stakes in the argument of upscaling as concerns of approximating frequencies is illogical as there should be no digital difference other than extra wasted empty bits unless some sort of predictive algorithm is used. Interesting. Then why are you using 96 kHz audio? 96 kHz audio just has more points on the same waveform. They aren't empty points, but they don't add anything either. They are just redundant. They just describe the exact same waveform multiple times. Why do you find that beneficial? Is it a coincidence that people claim that they sound the same? No, it is no coincidence. They sound the same because they are the same. One version just has more needless redundancy.
post edited by ty_ger07 - 2020/12/11 19:55:38
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vampiricwulf
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 20:35:28
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ty_ger07 You are so confused. Watch the video. At 48 kHz sample frequency, you will hear every one of those frequencies perfectly fine. I am not sure what you are trying to argue. You seem very confused. A 48 kHz sample frequency can record and perfectly reproduce every frequency from 0 Hz to 24 kHz. Every fraction of a frequency. Every combination of an infinitely many different fractions of a frequency at the same time. And it will reproduce it 100% perfectly. It is a guarantee. It is the way digital audio was designed.
The video you sent does not prove that claim, but sure, keep saying it. Such a claim is no different from saying taking a picture on a digital camera from the 00s is equivalent to taking a picture with a digital camera from now, simply increasing the sampling (pixel density) is pointless as it's imperceptible to the human eye anyway! 8k? Pfft, no different from 480p. Don't even dare bring up film, how dare you try to compare the fidelity of atomic level image quality to my beautiful 307200 samples with my limited color range within my 480p digitally recorded image! ty_ger07 As are many games. That's why 48 kHz 24-bit is recommended. There is no benefit to going higher. And there is detriment (incompatibility) when going higher. So, don't go higher.
Your "many games" needs to be backed up. I can number them on a single hand and I've played hundreds of games at high depth/rate combinations with no corruption/distortion. ty_ger07 A higher number of sample points doesn't make the audio better. There is a minimum number of sample points required to record lossless digital audio, but once you achieve the minimum, every human-perceivable sound will fit on the exact same waveform regardless of how many additional sample points you add. That's why the lowest required number of sample points are used. Shannon-nyquist sampling theorem. The exact same waveform could be represented by 2 sample points, or a million sample points. The end result will look and sound identical. Watch the video. Using the minimum number of sample points reduces file size and reduces complexity. Since the end result is identical, the lesser is used. Since the lesser is what is commonly used, it is what is recommended for compatibility reasons.
Your argument is about a sampling theorem, which on its own is a compression of reality into a collection of moments. There's loss in data between every step; there's a loss of data at every step; there's a loss of data between every device. No device perfectly records to the picosecond, the pico-th degree of accuracy of the frequency. The video did not show or explain what happens when you have a frequency to the millionth decimal within the analog device and pass that through the digital device; he simply showed as I thought he would, when changing between integer hertz at a human pace. ty_ger07 As far as bitrate is concerned, yes, that can make a huge difference. Use lossless audio. 48 kHz 24-bit can be lossless. 48 kHz 24-bit isn't any more lossy than 96 kHz 24-bit or any other higher ridiculousness. The lossiness is based on compression. Don't use compressed low-bitrate audio if you don't want it to sound like crap.
Those are different levels of compression regardless of colloquialism. It's comparing 30 fps to 60fps. Sure you're still getting the major animations across to the recipient, but the information provided is fundamentally different. 96000 samples will provide more accurate information than 48000, that is indisputable. The difference might be cognitively imperceptible to human ears, but humans doesn't only feel/react to stimuli that are cognitively perceived. ty_ger07 ^^ This one will probably blow your mind. He talks about bitrate and lossy versus lossless audio too. Really good stuff.
I will later. I feel he's going to make the same arguments you've already made to me, but maybe a more verbose explanation might convince me. ty_ger07 Interesting. Then why are you using 96 kHz audio? 96 kHz audio just has more points on the same waveform. They aren't empty points, but they don't add anything either. They are just redundant. They just describe the exact same waveform multiple times. Why do you find that beneficial? Is it a coincidence that people claim that they sound the same? No, it is no coincidence. They sound the same because they are the same. One version just has more needless redundancy.
My apologies for using "empty bits" as my word choice, I meant "duplicitous" as in fake or placebo; placeholders if you will. My point wasn't a complaint about redundancy from the beginning, it was always about the corrupt audio in the game because it simply couldn't fake those in-between samples like any other modern game can. I don't find fake samples beneficial, however I do not inherently dislike them; not everything is recorded at the "standard" depth/rate combinations in the first place. I run my system higher for the situations where they oddly exceed the standards in the recording, so my system does not downscale or corrupt the original recording, I do not care if on standard depth/rate I run into computational waste and redundancy; my system is not so weak.
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ty_ger07
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 20:45:44
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Wow. It feels like this is hopeless. Every sound, and every combination of sounds between 0 Hz and 24 kHz can be accurately stored and perfectly reproduced at 48 kHz sample rate and 24-bit depth. Is that not enough for you? There is literally no sound between that range which cannot be perfectly reproduced. Can you imagine that? Is that not enough? Please quit talking about taking photographs, and frames per second, and stuff like that. You are making really weird analogies which I simply can't argue with, because they are pure bologna. How can I argue will something which is irrelevant and bologna? The difference might be cognitively imperceptible to human ears, but humans doesn't only feel/react to stimuli that are cognitively perceived. Doh! What are the limits of your headphones? You can't cognitively perceive something which your headphones are incapable of creating. I can assure you that your headphones are not capable of creating ultrasonic noises which are being picked up by your brain. Standard good headphones have a frequency range between 20 Hz and 20 kHz. It's almost as if they are designed to operate within the known human hearing range. Since they aren't able to create the ultrasonic noises you seem to be arguing are missing, what does it matter if you store those ultrasonic noises in a file? You'll never hear them, or feel them, or perceive them anyway. Your argument is about a sampling theorem, which on its own is a compression of reality into a collection of moments. It's not compression. It can be lossless. It is storing every perceivable sound, based on all scientific evidence, in a way which can be completely lossless. Devil's advocate: if you BELIEVE that higher sample rate sounds different, why don't you record the exact same thing at 96 kHz 24-bit and 48 kHz 24-bit, and do a subtractive mix of the two. Tell me how different they are. ;) I will later. I feel he's going to make the same arguments you've already made to me, but maybe a more verbose explanation might convince me. Yes, please do. It's not an argument. It is simply fact. It's science and math used to create an audio standard by very smart people.
post edited by ty_ger07 - 2020/12/11 20:56:08
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vampiricwulf
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 20:55:56
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ty_ger07 Wow. It feels like this is hopeless.
It is indeed. ty_ger07 Every sound, and every combination of sounds between 0 Hz and 24 kHz can be accurately stored and perfectly reproduced at 48 kHz sample rate and 24-bit depth. Is that not enough for you?
Debatable. ty_ger07 Please quit talking about taking photographs, and frames per second, and stuff like that. You are making really weird analogies which I simply can't argue with, because they are pure bologna. How can I argue will something which is irrelevant and bologna?
Samples are a statistician's field, not an audiophile's, clearly. The examples are clear and related, but I guess it's not something you can reason through. ty_ger07 Doh! What are the limits of your headphones? You can't cognitively perceive something which your headphones are incapable of creating.
Headphones aren't digital. There's no such thing as samples in their design. ty_ger07 It's not compression. It can be lossless. It is storing every perceivable sound, based on all scientific evidence, in a way which can be completely lossless.
Sampling is sampling. ty_ger07 Devil's advocate: if you BELIEVE that higher sample rate sounds different, why don't you record the exact same thing at 96 kHz 24-bit and 48 kHz 24-bit, and do a subtractive mix of the two. Tell me how different they are. ;)
Don't have the funds to buy recording equipment nor the interest in comparing a subtractive model between two different sized samples, that's antithetical to statistical data manipulation fundamentals. ty_ger07 It's science and math created into a standard by very smart people.
Condescending as always. People must love talking with a self-proclaimed know-it-all like you.
post edited by vampiricwulf - 2020/12/11 21:02:32
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ty_ger07
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 21:06:34
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vampiricwulf
ty_ger07 Every sound, and every combination of sounds between 0 Hz and 24 kHz can be accurately stored and perfectly reproduced at 48 kHz sample rate and 24-bit depth. Is that not enough for you?
Debatable.
It simply isn't.
ty_ger07 Doh! What are the limits of your headphones? You can't cognitively perceive something which your headphones are incapable of creating.
Headphones aren't digital. There's no such thing as samples in their design.
No DUH! How can I say it any clearer? EVERY sound between 0 Hz and 24 kHz are PERFECTLY STORED AND REPRODUCED. They aren't samples. They are a guaranteed perfect 1:1 output of the input. What goes in, up to 24 kHz is guaranteed to be the exact same as what comes out. You are arguing that 96 kHz 24-bit audio has more ultrasonic information which is missing from 48 kHz 24-bit audio. Right!?!? YOU SAID THAT!!! IF YOU BELIEVE THAT, we can ignore your grasp on samples and realize that your argument is still invalid since your headphones aren't capable of producing ultrasonic noises which your brain can perceive. It doesn't matter if you hook your headphones up to digital audio or analog audio. The headphones simply are not capable. Therefore, your argument about brains perceiving those sounds is invalid, regardless of the sample rate and your grasp on digital audio.
ty_ger07 It's science and math created into a standard by very smart people.
Condescending as always. People must love talking with a self-proclaimed know-it-all like you.
What are you talking about? I didn't create the standard. I am not very smart. I can assure you. I am quite sure that I actually have a low IQ. All I am saying is that you seem to be interested in arguing with scientists and mathematicians, and I don't think that is very wise.
post edited by ty_ger07 - 2020/12/11 21:15:41
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vampiricwulf
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/11 21:19:41
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Whatever man, you win. Maybe it's a difference in term understanding. You probably know your stuff. I feel like higher is better regardless, maybe our tech needs to improve meet that. Edit: Yeah, it's a term difference. So when I hear hertz with audio, my thought wasn't about air compressions, but instead "samples per second" as a statement. Which made me think "X times they sampled a certain response frequency within a second." Such as the digital output would be like: 10kHz audio frequency played for 1/48000th of a second.
post edited by vampiricwulf - 2020/12/11 21:38:23
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MattTheTechLV
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/12 07:49:12
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☄ Helpfulby vampiricwulf 2020/12/12 08:48:29
The Misinformation about sound in this thread is too numerous and astounding to even try to rebut point by point. You can not watch a couple youtube video's and then assume you know all there is to know about a subject, just because someone you watched in a video spoke with confidence on a subject. I have been an Audio Engineer professionally for 17 years now, was trained in school, but really started learning once thrown into the work. Things I thought I knew from what I was taught in school, ended up changing as the tech grew, and our understanding progressed with it. There are people who know far more than me, so I would never presume to know everything, but I am a student of the subject, and take exception when people try to convince other people that "Marketing" is the only reason for higher Sample Rates and Bit Rates. I agree that the laymen can't hear the difference, but that doesn't mean there isn't one, and their are applications where both a high bitrate and sample rate make sense. There is also a thing called harmonics, it plays a huge roll in why we try to increase our Sample Rates. You lose something in a recorded sound for every harmonic you miss, sometimes its not as easy as capturing double the rate, sometimes to get the perfect clarity you are seeking you want the highest sample rate possible. The same type of phenomenon exists in dynamics, its just arguably not quite as important to the end result, but there are still applications where above 24bit is a good idea to use, especially in the original capture. Now for gaming, which I acknowledge is the context in which this conversation took place, it really isn't going to change one's gaming experience when going from something like 192hz 32-Bit Floating Point, to even as low as 16-bit 44.1. At least not for most games. There are still some of us that would appreciate the dynamic range something like 24bit could give us, and of course the more precision of frequency that something like 96Khz will give us, but that will arguably be a very small percentage of the gaming audience. So while there was a lot of misinformation thrown around earlier, a whole lot of it, the overall conclusion I would have to agree with in this context. Some games just don't play nice with higher audio settings, it kills me when that happens, I shouldn't have to dial down my gear to play a brand new game, but at the same time, It won't really break the immersion, at least once the damn clicking goes away. I came here to see if you guys had discovered if Cyberpunk was more happy with 24bit or 16bit, I've experienced this with other games like Red Dead Redemption 2 on PC, With that game I had to dial my bitrate all the way back to 16bit, and my sample rate to 48kHz, wondering if this game wants the same to be happy, but I guess I will just experiment myself to see, as this thread was not entirely clear on that point. I am not using an EVGA Sound card, I am using a Focusrite Scarlet 18i8, but the stupid clipping BS is happening in my playthrough when using the Focusrite, so far I have tried 24bit with 96kHz, 88.1Khz, and 48Khz, and none seemed to have fixed the issue, so I figured I would just google it. Guess I will try changing the Bitrate next, see if that helps. Will post back if I find the setting that makes my Interface happy, and see if it helps you guys as well. Please stop with the misinformation, it helps no one. You might have watched some videos so might think you are educated on a topic, but the reality is you can't learn a subject by watching a few videos, so while its fine to try to learn yourself, and practice what you learn, its counter productive to try to teach others when you yourself don't fully grasp the subject matter. I will shut up now! Have fun Burning Down the City!
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MattTheTechLV
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/12 08:02:35
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EVGATech_LeeM
vampiricwulf But then what's the point of buying a soundcard/DAC and studio headphones?
Which bit-depth/sample rate were you trying to use? I don't generally play at anything above 24-bit/48kHz. You can get away with 96kHz sometimes, but most games run into problems beyond that. Bit-depth and sample rate have more to do with how much data is actually stored in an audio track and how fast it needs to be played back to hear all the data (sorry, that's a terrible description). If the audio track or file is created and saved at a lower bit-depth/sample rate than you are using, then you won't magically find something in the track by setting the bit-depth/sample rate higher. There is a whole other discussion about whether people can hear "more" with a higher bit-depth/sample rate or if upmixing files into DSD or higher bit-depth/sample rate files, but for the sake of this post, let's just assume that you won't get more out of setting your bit-depth/sample rate higher than a game's default audio. CD and DVD quality audio is still good quality; the main issue is if poor compression is used on the audio files, which will drastically affect the overall quality of the audio. If the original audio file is recorded or mixed at CD or DVD quality, then you aren't losing anything. The reason for the audio card and better headphones is that you can hear more within the audio track and/or you filter out certain undesirable audio artifacts. One of the reasons you end up with better headphones is that you don't just want to hear a music track - you want to hear everything within the music track, including instrument and vocal separation to give you the greatest impression of all the different components that went into making a music track. Quite often you hear people trying new headphones and they say "Wow, I've heard something new in a track that I've been listening to for a long time!". Some of that might be true because the audio fidelity is better on your headphones, but it can also be a different focus for that particular set of headphones. If your new headphones eschew heavier bass for more prominent mids and highs, you'll hear more that might have been masked by the bass of your previous headphones; same thing goes in the opposite direction. Likewise, this also translates to improving your audio quality with games by using better DAC/Amps and speakers or headphones. You can hear more, you can hear more clearly, and you are able to make better decisions based on those factors. Of course, that's simplifying things a bit. Some speakers and headphones are far more geared towards immersion, rather than detail and precision within a soundstage. But you understand what I mean. So long as the audio quality of the source file is sufficient enough - and something mixed by a AAA game studio generally is sufficient enough - worrying about bit-depth and sample rate is the wrong discussion when it comes to why you should purchase better audio equipment.
Want to give kudos to this explanation. A very good summary of the topic at hand, and all advice given was spot on. If I knew how to upvote I would, lol.
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vampiricwulf
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/12 08:38:15
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MattTheTechLV I am not using an EVGA Sound card, I am using a Focusrite Scarlet 18i8, but the stupid clipping BS is happening in my playthrough when using the Focusrite, so far I have tried 24bit with 96kHz, 88.1Khz, and 48Khz, and none seemed to have fixed the issue, so I figured I would just google it. Guess I will try changing the Bitrate next, see if that helps. Will post back if I find the setting that makes my Interface happy, and see if it helps you guys as well.
From what I remember about Focusrite in the reddit thread was that you had to use 16-bit/44.1kHz (could be 48kHz). On the EVGA NU Audio Pro, I was able to use any bit-depth but the sample rate had to be 96kHz or less. To not continue the derail, I will simply apologize for my misconduct earlier and let the topic end there.
post edited by vampiricwulf - 2020/12/12 08:50:24
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ty_ger07
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/12 09:49:49
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There is also a thing called harmonics, it plays a huge roll in why we try to increase our Sample Rates. Interesting. So you figure that you are able to hear those ultrasonic harmonics, and that your amp, analog cables, and speakers are able to create those ultrasonic frequencies? Does not make sense. An audio engineer should know that.
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MattTheTechLV
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/13 02:48:51
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ty_ger07
There is also a thing called harmonics, it plays a huge roll in why we try to increase our Sample Rates. Interesting. So you figure that you are able to hear those ultrasonic harmonics, and that your amp, analog cables, and speakers are able to create those ultrasonic frequencies? Does not make sense. An audio engineer should know that.
Lol. Again, completely misunderstanding the topic at hand and mischaracterizing what I said to boot. You came out and said something along the lines of "High Bit rate and Sample rates were created as a marketing gimmick and have no real world use", I don't feel like scrolling up and copying and pasting exactly what you said, but that was the gist. Then you went on and on back and forth defending your point using a bunch of misinformation and misunderstandings of what the tech is for. In the consumer space, I 100 Percent agree with you, it is not likely to give most consumers a benefit, the setup you would need to hear these the quality difference is simply not worth the hassle for most people. More over, all of the content that you would listen to, from Video games, to Blue Rays, to streaming from netflix, etc... are already dithered down to a consumer format, usually 24-bit 48Khz, or 16-bit 44.1Khz, once the audio has been dithered down, there literally is no possible way to upscale it back up to a higher bit/sample rate, its just not currently possible. It also will not give you any quality benefit to try do so (In fact in more than one way it could diminish the quality. This is why I said I agree'd with your overall conclusion. I do not think there is any reason for most gamers especially to use higher bitrate or sample rates then 48Khz 24bit UNLESS a specific game outright supports the Settings, and I am not aware of many that do. (However I don't think it should outright break a game sound either, but there are a few complex reasons as to why that happens, sometimes its out of the developers hand, so I can understand why it happens). What I took exception with was your total mischaracterization of what the technology is used for. I don't deny that consumer audio companies would try to use it as a marketing gimmick, but its definitely not why the higher bitrates and sample rates were developed. For audio engineers in particular, having those higher bitrates and sample rates to record to is a must for a top teir quality recording. This is because when you first capture a recording, you are not just dealing with certain frequencies, but their harmonics as well. If you record a Sample, lets say a Choir with the full male and female vocal range in this instance, but really it would apply to anything, You set the musician up with the same microphones, but you split the signal to 3 recording inputs; the first Your Reel to Reel Analog 24 Track tape, the second being Pro Tools using 48Khz 24bit, the third being Pro Tools 192Khz 32Bit, and then you have any professional engineer who has a trained ear listen back to these 3 recordings and don't even tell them which is which, Most will nail the 24bit 48Khz right away, and then depending on how trained the engineer is with Analog recordings, You might get them confused between the 2, although the extra warmth that you will find in the Analog recording will be a dead give away for most engineers, as that is the tape coloring the sound, where as the Protools 192Khz 32Bit, is as close to an accurate recording we are able to reliably capture at this point in time. In the studio we have the gear to be able to tell what most laymen would consider minute differences between the recordings, but they do exist, and they are important to get the full range of sound, so that the engineer has everything he possibly can to work with, when he/she goes to mixdown the project. Even though they all ultimately go to 24-bit 48Khz (or 16 bit 44.1Khz) in the end, because of the dithering technology we have available to us today, we are able to preserve most of those harmonics and dynamics when dithering down from a higher sample rate and bit rate, so that the end product sounds as close to that original recording/mix as possible. But if you cut those harmonics out all together while capturing, you will lose that color in your track, while most of the people out there probably wouldn't be able to tell the difference anyway, the artists and engineers can, and while some people might not be able to explain why one recording sounds so much better than others, this sometimes is part of that reason. I don't expect someone who just watches youtube videos on the subject to fully grasp it, but there is definitely a use case for the technology, it is not just a gimmick, and a fair amount of the videos you posted as examples wildly misunderstand how digitally recording works. They got about 75 percent of it right, but missed some pretty large factors. Again, for consumers listening to consumer formats, there is no point for the higher bitrates and sample rates then what the source of their recording is using, but just because that is true, does not mean the technology is useless, it is not, and its a large part of why quality digital recordings have so much clarity today. Its not as simple as, this is my sample rate, so when the frequency spectrum gets broken down into 1's and 0's, I am able to capture the entire human hearing range with double precision as 48Khz does. You will get a good quality recording with that, but you will also miss a lot of the harmonics of those frequency's, or have them captured at slightly the wrong frequency. If your goal is to make sure your mixing engineer has the most accurate capture possible of your performance before he goes to edit and mix your performance, then you definitely want to capture that performance at as high as a sample rate as possible. Bit Rate is not quite as important, but especially for performances that are incredibly dynamic it does definitely help to get the widest possible range, again so when you go to dither it down, your dithering algorithm can match it as close as possible to the original performance, instead of having it captured missing some of that dynamic definition. The Difference is not HUGE, but it is objectively there, not only can a trained ear hear it, but we can also see it with our spectrum analyzers and studio gear. It would take me quite a few more paragraphs to explain everything in the type of detail that this topic deserves, but if you are really curious, there is a bunch of actual reading out there on the topic from some of the best engineers on the planet, I encourage you to seek it out and see for yourself, I know I am just some random on the internet, and so often Internet arguments boil down to, me right, you wrong, and thats it, no actual thought put into it. But on this subject I can tell you will 100 Percent certainty that High birates and sample rates do matter, just not for consumers, its both a Professional Recording technology that gives us engineers the ability to Produce the highest possible quality recordings, and its also important in the Audio Forensics and Scientific areas as well, as it allows both of their fields do things that weren't possible before this technology was released. They will continue to push these resolutions even higher and higher, and at some point we will reach the point of diminishing returns, some would argue that we are probably there now, but 100 Percent there is a pretty big difference between a recording done at 24bit 48Khz, and 32bit 192Khz, and that is just an objective fact, even if you and 3/4ths of the casual listeners out there can't tell the difference between them. Damnit, I was trying to avoid writing 10 paragraphs again. I will shut up now.
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MattTheTechLV
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Re: Nu Audio Pro - Cyberpunk 2077 Audio Crackle
2020/12/13 03:15:31
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vampiricwulf
MattTheTechLV I am not using an EVGA Sound card, I am using a Focusrite Scarlet 18i8, but the stupid clipping BS is happening in my playthrough when using the Focusrite, so far I have tried 24bit with 96kHz, 88.1Khz, and 48Khz, and none seemed to have fixed the issue, so I figured I would just google it. Guess I will try changing the Bitrate next, see if that helps. Will post back if I find the setting that makes my Interface happy, and see if it helps you guys as well.
From what I remember about Focusrite in the reddit thread was that you had to use 16-bit/44.1kHz (could be 48kHz). On the EVGA NU Audio Pro, I was able to use any bit-depth but the sample rate had to be 96kHz or less.
To not continue the derail, I will simply apologize for my misconduct earlier and let the topic end there.
Don't worry about it man, no need to apologize, we are all still learning on multiple topics every day. The important thing is that we all keep an open mind, and allow ourselves to learn when presented with new evidence, if you can do that, then there is nothing to be sorry for. I appreciate your advice about the Focusrite Sample/Bit Rate settings. You are 100 Percent right. After I got off my soap box in my long ass post here last night, I went back to playing, and what fixed it for me was dropping the Sample rate down to 44.1Khz. As soon as I did that, the problems went away. I had already dropped my bitrate down to 24bit before, and it turns out that Cyberpunk doesn't seem to have a problem with 32bit, 24bit, or 16bit, it and my interface only seem to play nice however when the sample rate is set to 44.1Khz, which makes sense as that would mean the Clock sync would be off if Cyberpunk is running at 44.1Khz, but my interface is running at 48Khz, Usually with internal Soundcards this isn't as big of a problem because you aren't dealing with Clock syncing in the same way, but with an External device you are, so in that way it does make sense. So anyways, I can confirm for anyone who happens to have this issue, I know you guys would all most likely be using the EVGA Nu Audio Card, but I have a feeling, if you are having that clicking issue with that card, dropping your Sample Rate to 44.1Khz will most likely fix it. Also keep in mind, since Cyberpunk's audio is using a sample rate of 44.1Khz, even if you are not getting the clicking issue, there is no quality benefit to having your card use 48Khz while playing this game. Obviously if it isn't having the clicking issue, it won't hurt you so don't worry about changing it, just know that since the source sample rate is 44.1Khz, you aren't getting an actual quality benefit for having your interface/card set to a higher sample rate, as at least at the point of me posting this, there is not an audio upscaling technology that actually works (Nor am I aware of one that claims to). I am sure with AI Upscaling picking up steam in other area's of production, there will probably be something invented in the next decade or so, but right now, at least to my knowledge, it does not exist. (Would love to be proven wrong on that though, would love to try it out!) Anyways, for real, I am shutting up now! Just finished my last Mix for the Night, Going back to Cyberpunk now, and This time I am setting my interface back to 44.1kHz 24bit First!
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