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October 24, 2026 at 5:47 pm #125763
Caleb CookMemberOn 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
dopplerLevelparameter (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.For
Main Rig:"– i9-14900K cooled by DeepCool LT720""– RTX 4080 Super""– 2TB Samsung 990 Pro"October 19, 2026 at 5:28 am #119020
Caleb CookMemberHere’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
Main Rig:"– i9-14900K cooled by DeepCool LT720""– RTX 4080 Super""– 2TB Samsung 990 Pro"October 16, 2026 at 3:32 am #118159
Caleb CookMemberGreat 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.
🎮 Battlestation & Rig: Ryzen 7 7800X3D | RTX 4080 Super TUF | 32GB DDR5 6000 CL30 | 2TB 990 Pro | LG UltraGear 27GR95QE-B 27″ OLED 240Hz | Custom Tofu60 Lubed Gateron Oil Kings + Lamzu Maya 4K + Artisan Hien Mid | Beyerdynamic DT 990 Pro (250 Ohm) + FiiO K5 Pro ESS DAC📍 Toronto, ON (Canada)"144Hz is baseline, 360Hz is reflex, 540Hz is pure instinct." -
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