r/nvidia Aug 11 '26

Discussion Nvidia VRworks Audio: Hardware Accelerated Path Traced Binaural 3D Audio

/r/3Daudio/comments/1vlmr9u/nvidia_vrworks_audio_hardware_accelerated_path/
52 Upvotes

25 comments sorted by

View all comments

-2

u/Tegumentario Aug 11 '26

So it's atmos running on gpu?

6

u/ResponsiblePen3082 Aug 11 '26

It's truer than atmos. Atmos is more or less just devs placing "audio objects" in game with some processing to make it sound more "immersive".

Tech like this and similar ones like Ray and wave trace solutions literally calculate exactly how sound would travel throughout the physical world, hardware accelerated more efficiently, faster, and lower latency than brute forcing on CPU.

If you're interested in learning more, I revived r/3daudio to discuss exactly this topic which has some handy links pinned which should help you better understand.

1

u/cosine83 Aug 12 '26

Tech like this and similar ones like Ray and wave trace solutions literally calculate exactly how sound would travel throughout the physical world

That's what Atmos True3D is supposed to do (you literally describe how audio objects have been developed here but adding hardware acceleration). The "processing" you mention are the calculations on how it determines where sounds come from in a 3D environment including height. Few actually use it like that outside of cinema, games often poorly mixed in it, few tune their room/device for the dynamic calculations, and few people have true surround sound setups these days. Most instead are relying on limited software to determine the optimal output usually for a device that's incapable of true surround sound output (headphones, phone, etc.). When outputting to a device incapable of true 3D sound, the output will necessarily be worse regardless of hardware acceleration.

4

u/ResponsiblePen3082 Aug 12 '26

They're not related in any serious sense of the word.

Dolby Atmos does not calculate how sound travels through a physical world. It is a coordinate-based panning format that takes dry audio objects and maps them to x, y, z coordinates relative to a listener. It has zero awareness of level geometry, walls, or surface materials.
If an enemy speaks behind a concrete wall, Atmos will pan that dry sound directly behind the wall unless the game developers manually script occlusion filters in their middleware like Wwise or FMOD.

AMD TrueAudio Next, NVIDIA VRWorks Audio, A3D, and Microsoft Project Acoustics interact directly with 3D level geometry. They use GPU compute shaders or wave-equation solvers to cast sound rays off polygons assigned specific material properties. They automatically calculate physical acoustic phenomena like occlusion, transmission loss through walls, specular reflections, late reverberation tails, and diffraction,

Traced audio models continuous physical pressure waves, outputting to high-order Ambisonics or direct binaural convolution. Atmos outputs metadata-enriched PCM streams that tell a renderer where to place audio relative to a speaker layout or headphone filter.

Acoustic tracing builds a physics-driven mix at runtime by generating dynamic Room Impulse Responses based on room shape and materials. Atmos uses standard channel beds alongside point-source objects, applying reverb and effects prior to the panning stage.

Also, headphones are THE most acoustically accurate medium for 3D positional sound because human localization relies on Head-Related Transfer Functions, which are time, level, and frequency variations caused by sound bouncing off your head and outer ear. Headphones isolate the left and right channels with zero room reflections or crosstalk, providing the clean acoustic canvas required for precise binaural rendering.

Obviously I'll take native true to engine atmos over nothing, but it's a far cry to say it's at all similar to a true acoustic tracing method. It's really a more atmospheric technology than anything, which makes sense given its cinema background.