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Soundwhoring in tf2?
1
#1
0 Frags +

Hi, upon taking a close look at a friends fps cfg I found this little block of text:
// I'd be hesitant to say that you would see a great deal of performance
// improvement from lowering the sound quality, but in my experience as a
// competitive TF2 player, lowering the sound quality makes determination of
// directionality and distance that much easier.
You may see a small FPS gain
// with these settings, or you may not, either way will likely have a
// negligible effect on performance.

So this made me very curious as to whether anyone can confirm or deny this and I would like to know if there are any other settings I can change to improve soundwhoring abilities.
(Soundwhoring, for those who don't know, is basically using sound like footsteps or rockets being shot to determine where people are.)

Here's a little something to simulate what I mean:
http://etf2l.org/forum/customise/topic-27511/page-1/

Hi, upon taking a close look at a friends fps cfg I found this little block of text:
// I'd be hesitant to say that you would see a great deal of performance
// improvement from lowering the sound quality, but [b]in my experience as a
// competitive TF2 player, lowering the sound quality makes determination of
// directionality and distance that much easier.[/b] You may see a small FPS gain
// with these settings, or you may not, either way will likely have a
// negligible effect on performance.

So this made me very curious as to whether anyone can confirm or deny this and I would like to know if there are any other settings I can change to improve soundwhoring abilities.
(Soundwhoring, for those who don't know, is basically using sound like footsteps or rockets being shot to determine where people are.)

Here's a little something to simulate what I mean:
http://etf2l.org/forum/customise/topic-27511/page-1/
2
#2
-2 Frags +

Turn up your volume maybe?

Turn up your volume maybe?
3
#3
3 Frags +

Lower quality helps with determining locations especially much on certain maps. I.E Upward last has an echo effect to the sound that makes it hard to hear where anything is when you play with high quality sound. But on the other hand the game feels more lifelike with the higher sound quality. Although these are mainly just my personal opinions.

You wont really get much clearer sound than with the lowest quality (in terms of "soundwhoring") without using some kind of noise replacing mod or such.

Lower quality helps with determining locations especially much on certain maps. I.E Upward last has an echo effect to the sound that makes it hard to hear where anything is when you play with high quality sound. But on the other hand the game feels more lifelike with the higher sound quality. Although these are mainly just my personal opinions.

You wont really get much clearer sound than with the lowest quality (in terms of "soundwhoring") without using some kind of noise replacing mod or such.
4
#4
1 Frags +

I mean sound is pretty subjective so I would test out different settings and see what helps you hear things the most.

I mean sound is pretty subjective so I would test out different settings and see what helps you hear things the most.
5
#5
5 Frags +

dsp_slow_cpu 0 allows reverb and other DSP effects to somehow override the natural stereo panning of sound effects, making them sound like they're coming from straight in front of you or inside your head. dsp_slow_cpu 1 lets you continue to actually tell which direction sound effects are coming from.

dsp_slow_cpu 0 allows reverb and other DSP effects to somehow override the natural stereo panning of sound effects, making them sound like they're coming from straight in front of you or inside your head. dsp_slow_cpu 1 lets you continue to actually tell which direction sound effects are coming from.
6
#6
0 Frags +
wareyadsp_slow_cpu 0 allows reverb and other DSP effects to somehow override the natural stereo panning of sound effects, making them sound like they're coming from straight in front of you or inside your head. dsp_slow_cpu 1 lets you continue to actually tell which direction sound effects are coming from.

Does this mean you could have sound quality on high setting while getting rid of the sound enhancements?

[quote=wareya]dsp_slow_cpu 0 allows reverb and other DSP effects to somehow override the natural stereo panning of sound effects, making them sound like they're coming from straight in front of you or inside your head. dsp_slow_cpu 1 lets you continue to actually tell which direction sound effects are coming from.[/quote]
Does this mean you could have sound quality on high setting while getting rid of the sound enhancements?
7
#7
66 Frags +
Shpeeisme(Soundwhoring, for those who don't know, is basically using sound like footsteps or rockets being shot to determine where people are.)

pretty sure it's just called 'listening'

[quote=Shpeeisme](Soundwhoring, for those who don't know, is basically using sound like footsteps or rockets being shot to determine where people are.)[/quote]

pretty sure it's just called 'listening'
8
#8
43 Frags +

so if you can aim really well does that mean you're sightwhoring

so if you can aim really well does that mean you're sightwhoring
9
#9
0 Frags +
wpminnowsShpeeisme(Soundwhoring, for those who don't know, is basically using sound like footsteps or rockets being shot to determine where people are.)
pretty sure it's just called 'listening'

If things always sound like they're coming from in front of you then listening won't do shit. Sound configs are a way to optimize sound to give you a better sense of where everything is. Default probably isn't what's best and you may be missing certain sound queues that you otherwise wouldn't with different settings. That's what he's talking about.

[quote=wpminnows][quote=Shpeeisme](Soundwhoring, for those who don't know, is basically using sound like footsteps or rockets being shot to determine where people are.)[/quote]

pretty sure it's just called 'listening'[/quote]
If things always sound like they're coming from in front of you then listening won't do shit. Sound configs are a way to optimize sound to give you a better sense of where everything is. Default probably isn't what's best and you may be missing certain sound queues that you otherwise wouldn't with different settings. That's what he's talking about.
10
#10
5 Frags +
wpminnowsShpeeisme(Soundwhoring, for those who don't know, is basically using sound like footsteps or rockets being shot to determine where people are.)
pretty sure it's just called 'listening'

soundwhoring is a term in plenty of games tho, but i'm sure you knew that

[quote=wpminnows][quote=Shpeeisme](Soundwhoring, for those who don't know, is basically using sound like footsteps or rockets being shot to determine where people are.)[/quote]

pretty sure it's just called 'listening'[/quote]

soundwhoring is a term in plenty of games tho, but i'm sure you knew that
11
#11
2 Frags +

Would be interesting to know where audio gear upgrades hits the limit of the game engine so you no longer get an advantage due to better imaging/sound staging. (are hd800's an advantage over hd600's sort of thing)

Would be interesting to know where audio gear upgrades hits the limit of the game engine so you no longer get an advantage due to better imaging/sound staging. (are hd800's an advantage over hd600's sort of thing)
12
#12
-2 Frags +

lol the footsteps in the game, atleast since the last time i played, are too fuckin quiet to listen for unless everyone is dead or somethin. also listening for rockets is easy as shit and you can prob do it while listening to music or comms

lol the footsteps in the game, atleast since the last time i played, are too fuckin quiet to listen for unless everyone is dead or somethin. also listening for rockets is easy as shit and you can prob do it while listening to music or comms
13
#13
6 Frags +

Shpeeisme

Shpeeisme
14
#14
1 Frags +
thmpsnlol the footsteps in the game, atleast since the last time i played, are too fuckin quiet to listen for unless everyone is dead or somethin. also listening for rockets is easy as shit and you can prob do it while listening to music or comms

Tagg has his sound way turned up and he hears footsteps he says. But I'm pretty sure turning it up that loud would give you hearing damage.

[quote=thmpsn]lol the footsteps in the game, atleast since the last time i played, are too fuckin quiet to listen for unless everyone is dead or somethin. also listening for rockets is easy as shit and you can prob do it while listening to music or comms[/quote]
Tagg has his sound way turned up and he hears footsteps he says. But I'm pretty sure turning it up that loud would give you hearing damage.
15
#15
5 Frags +

Ive used high quality audio and a very high in-game volume for several years. Not high enough to hurt the ears from direct combat action but rather comfortably loud. It makes sound spotting easy, such as hearing the fzz sound from 100% medics across a quarter of the map.

And yes removing soundscapes helps. I didnt have problem spotting with soundscapes but its much nicer without them. Its more about learning audio cues and listening than using low or high sound quality.

Ive used high quality audio and a very high in-game volume for several years. Not high enough to hurt the ears from direct combat action but rather comfortably loud. It makes sound spotting easy, such as hearing the fzz sound from 100% medics across a quarter of the map.

And yes removing soundscapes helps. I didnt have problem spotting with soundscapes but its much nicer without them. Its more about learning audio cues and listening than using low or high sound quality.
16
#16
1 Frags +
vaniIve used high quality audio and a very high in-game volume for several years. Not high enough to hurt the ears from direct combat action but rather comfortably loud. It makes sound spotting easy, such as hearing the fzz sound from 100% medics across a quarter of the map.

And yes removing soundscapes helps. I didnt have problem spotting with soundscapes but its much nicer without them. Its more about learning audio cues and listening than using low or high sound quality.

1) did the comms interfere with the sounds you heard in-game? 2) did you use regular good quality stereo or the 5.1/7.1

[quote=vani]Ive used high quality audio and a very high in-game volume for several years. Not high enough to hurt the ears from direct combat action but rather comfortably loud. It makes sound spotting easy, such as hearing the fzz sound from 100% medics across a quarter of the map.

And yes removing soundscapes helps. I didnt have problem spotting with soundscapes but its much nicer without them. Its more about learning audio cues and listening than using low or high sound quality.[/quote]

1) did the comms interfere with the sounds you heard in-game? 2) did you use regular good quality stereo or the 5.1/7.1
17
#17
1 Frags +

I AM A DIRTY FUCKING SOUNDWHORE

I AM A DIRTY FUCKING SOUNDWHORE
18
#18
5 Frags +
jnki_aka_tungsten1) did the comms interfere with the sounds you heard in-game? 2) did you use regular good quality stereo or the 5.1/7.1

Yes to a minor extent and stereo. If you are hiding or doing a surprise hold you want to hear when someone is coming so you can prefire (soldier/demo). Sometimes you do it on timing based on the walk distance from the cp to the choke if you cant hear anything but its not 100% reliable to do that.

While I do think its a nice niche do be able to soundspot and predict opponents, it very rarely beneficial to sit still and listen. I didnt actively tell people I played with to be quiet, you kinda have to expect comms and in-game sounds from your own team since the game goes at a relatively fast pace. Its more a thing you just do if you can determine distance comfortably eg was that door opening / rocket jump / sticky sound my teammates, could he have reached it / done it in time based on where I knew he was x seconds ago.

[quote=jnki_aka_tungsten]1) did the comms interfere with the sounds you heard in-game? 2) did you use regular good quality stereo or the 5.1/7.1[/quote]

Yes to a minor extent and stereo. If you are hiding or doing a surprise hold you want to hear when someone is coming so you can prefire (soldier/demo). Sometimes you do it on timing based on the walk distance from the cp to the choke if you cant hear anything but its not 100% reliable to do that.

While I do think its a nice niche do be able to soundspot and predict opponents, it very rarely beneficial to sit still and listen. I didnt actively tell people I played with to be quiet, you kinda have to expect comms and in-game sounds from your own team since the game goes at a relatively fast pace. Its more a thing you just do if you can determine distance comfortably eg was that door opening / rocket jump / sticky sound my teammates, could he have reached it / done it in time based on where I knew he was x seconds ago.
19
#19
0 Frags +

For me personally it makes a slight difference which is most notable in MGE, but is also noticeable in real matches. Increasing volume also helps with soundwhoring (???), because the smaller sounds like spy de-cloaking and footsteps become more perceivable.

edit: Wtf i lost 2/3 of a star b/c of my last shitpost :(

For me personally it makes a slight difference which is most notable in MGE, but is also noticeable in real matches. Increasing volume also helps with soundwhoring (???), because the smaller sounds like spy de-cloaking and footsteps become more perceivable.

edit: Wtf i lost 2/3 of a star b/c of my last shitpost :(
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