Nero AAC Development
Reply #32 – 2008-06-07 13:24:24
Its a shame that the Cell CPU is sorta bottlenecking the nVIDIA RSX GPU, with its memory controller that programmers have to work with. Which makes it end up like the Sega Saturn. Not to go too, too far off topic but the GPU is bottlenecking the CPU. The PS3 gets most of its power from its cell processor where as the Xbox 360 gets most of its power from the GPU. That is why both consoles can produce the same (or nearly the same) results and will probably always produce around the same results. The Nvidia GPU used in the PS3 is extremely dated (it was derived from the 6800/6900 line). In fact, it was already outdated the second the console launched. Edit: As to the hissing, that has nothing to do with AAC VBR. That has to do with either the source audio or the VBR setting that you are choosing. Remember that a 128kbps CBR file would correspond to a 128kbps VBR file. A hiss that can be heard at 128kbps CBR can probably still be heard at 128kbps VBR (or vice versa). Sorry to be off topic again, I agree that the PS3 GPU become outdated when it was released. Just like the same bleak fate that the PS2 had when it was just released, such as no pixel pipelines and shaders, that made id Software's programmer John Carmack comment at it for being out of date on its first year. Also the RSX is based on the GeForce 7800, with a 128bit memory bus instead of 256. Just like the nVidia's GeForce 8600, the major bottleneck on the RSX is the memory bus. Am just wondering, if there is incorrect track lengh time on those AAC files, and might have coursed the hissing. Since older versions of Nero AAC, such as Feb 07 build, has a bug that writes the incorrect track time. It can be fixed by using MP4Box to reformat the MP4 container or use the latest version of Nero AAC.