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  • #125763
    User AvatarCaleb Cook
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    On the Doppler side, the key thing most people get wrong is treating it as a pure frequency shift when it’s really about relative velocity along the listener’s forward axis. In FMOD/Wwise you’re working with the dopplerLevel parameter (0–1, defaulting to 1), which scales the shift applied via the standard formula Δf/f = v_rel/c, where c is typically clamped to ~343 m/s but you can lower it dramatically for gameplay feel in faster-than-real-world titles. I’ve seen competitive shooters artificially crank the Doppler factor up and clamp the max speed to something like 100–150 m/s so directional cues on moving vehicles or ability projectiles read clearly without sounding cartoonish. One practical tip: set the reference and maximum distances explicitly rather than relying on engine defaults, because the default rolloff curves tend to make distant positional cues muddy on lower-end DACs where the frequency resolution just isn’t there.

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    #119020
    User AvatarCaleb Cook
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    Here’s the thing most people miss when comparing the two approaches: Curve Optimizer and fixed all-core clocks optimize for completely different goals. CO is fundamentally about efficiency and thermal headroom — you’re reducing the voltage demand across every frequency bin, which lowers temps and lets your cores sustain higher boost clocks longer before hitting power or thermal walls. For competitive gaming specifically

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    #118159
    User AvatarCaleb Cook
    Member

    Great topic to kick this off. The biggest practical gotcha with concurrent graphics/compute dispatch is that async compute isn’t free perf—it’s only beneficial when you have enough independent work to keep both pipeline stages saturated. If your compute shader is trivial or short, the dispatch overhead and barrier stalls actually cost frames because you’re context-switching the CUs instead of letting graphics run uninterrupted. The classic production failure mode I see is a missing barrier between a compute write and a graphics read on the same resource (e.g.

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