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    User AvatarTyler Rogers
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    Great topic. In my testing across a few competitive titles, the practical difference between the two comes down to latency budget vs. artifact tolerance. Spectral subtraction (like the older Krisp/SpeechRecognition baselines or what’s baked into some cheap USB caps) is cheap on the CPU and runs at near-zero latency, which matters when you’re trying to hold sub-20ms voice chain delay in a ranked squad. But the trade-off is musical noise—the classic over-subtraction artifact where residual noise gets chopped into those faint whistling tones during quiet pauses. During intense firefights with fan noise and keyboard clatter, spectral subtraction tends to chew up vocal clarity and make teammates sound robotic. Deep learning filters—RNNoise, NVIDIA Broadcast, Krisp—handle that non-stationary noise far better because they’re actually modeling speech vs. noise separation rather than just subtracting a noise floor. The catch is overhead: NVDA Broadcast can eat 8-15% of a core on the GPU and adds 15-30ms

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