Couldn't get YouTube to play well in 4K either (Windows 10, Edge browser, i7 Skylake CPU, 16 GB RAM, etc).
By the time the situation improves, everything will be cheaper and will probably include new must-have features.
Differences from commercial installationsBecause of limited bandwidth and lack of processing power, Atmos in home theaters is not rendered the same way as in cinemas. A spatially-coded substream is added to Dolby TrueHD or Dolby Digital Plus. This substream only represents an abbreviated representation of the object-based mix. This substream does not include all 128 discrete objects separated. This is not a matrix-encoded channel, but a spatially-encoded digital channel. Atmos in home theaters can support 24.1.10 channels, and uses the spatially-encoded object audio substream to mix the audio presentation to match the installed speaker configuration. The spatial audio coding tool is applied to the cinematic object audio mix when filmmakers remix and render the TrueHD and Dolby Digital Plus soundtracks with Dolby Media Producer.
I think it's very unlikely that DTS-X will gain any significant adoption outside of a minority of bluray titles, but in any case, most if not all new receivers that support Atmos also support DTS-X.As for Auro 3D, from reading a bit, it was something that Denon and Marantz were into a couple of years ago, but most other brands don't offer it, and only the most expensive Denon/Marantz receivers offer it today. Also, I'm not sure if they're just older models, I don't think this year's high-end Denons are out yet.
Isn't Dolby Atmost just more channels and lossless audio?
What I'm most interested in, however, is how they will downmix and reproduce all that onto stereo headphones.
Overwatch has a 'Dolby Atmos' mode, but it sounds basically the same as a normal 'Headphones HRTF' mode. I think it is just marketing.
Quote from: apastuszak on 08 July, 2017, 09:20:43 AMIsn't Dolby Atmost just more channels and lossless audio?Dolby Atmos is at best a 9.1 bed (7.1 + two speakers at height) then there are the objects which can be distributed over anything up to 128 (I think) speakers. Apart from the object based aspect, there is nothing particularly new about it. Basically, you have several "objects" say a helicopter - the same file can take account of speaker positions ans place the helicopter in stereo or over dozens of speaker sin 3D according to the setup it needs to be decoded to (ie do you have speakers at height, surrounding etc etc ). DTS and Auro also have object based approaches - but Ambisonics was doing something similar to this years ago - one file could be decoded to different speaker arrays. It's basically a marketing thing - but it will be slightly useful. It misses some fairly important aspects of spatial and immersive audio - but their goal is to get into peoples houses so that's not surprising. Most people will not bother to even setup quad or 5.1 properly so I doubt they will achieve this. They could have done something much cooler for cinemas but I cant talk about that without NDA etc
DTS had an advantage with bluray, but that's been in decline for a long time
Rather than define a fixed number of channels, one for each speaker, DTS:X allows the "location" (direction from the listener) of "objects" (audio tracks) to be specified as polar coordinates. The audio processor is then responsible for dynamically rendering sound output depending on the number and position of speakers available. Dolby Atmos uses a similar technique, although the speaker layout employed by cinema DTS:X is the sum of Dolby Atmos and Auro-3D.