VGLeaks: First look as Durango XDK (always connected, kinect required)


Recommended Posts

The only thing that really is a bit off to me is Kinect must be plugged in. I am not sure where I would put it if it needs to be above or below the TV like the Wii sensor bar does since I already have a Wii sensor bar installed. My wife hates **** just floating around on our entertainment center, so that could be a slight issue. Other then that, the rest of the features do not bother me at all.

A few pages back HawkMan said something I actually finally have come to agree with, and that is one does not need to own both consoles. I have always known it, but I have owned them both because I could. However I may not pick up both consoles this upcoming generation. I will be 40 in less then 2 years now, and I just do not have time to play games like I once did. I can afford both consoles no issues, but I honestly may for once be smart about things and not get them both. So if that somehow does become a reality, it is a slim chance but if I only did get one console, if these rumors are true, I would get the PS4 as it suits my gaming needs better.

Please take off your microsoft fan goggles.

You clearly have never seen this member post before if you think this is even remotely a possibility.

The have to install is because of bluray and the slow read speed. And it doesn't say you have to do a full install like the 360 "installs", just that you have to do an install, which is likely a mini install.

And it'd be surprised if it wasn't 1TB. And since it's most likely a mini install, of course you need the disk, if you didn't you could just install and give it away. Unless every disk was signed and it could ony be played on your account.

"games will not use content from optical disc" sounds like requires a full install to me, if games can not use content from optical discs

The only thing that really is a bit off to me is Kinect must be plugged in. I am not sure where I would put it if it needs to be above or below the TV like the Wii sensor bar does since I already have a Wii sensor bar installed. My wife hates **** just floating around on our entertainment center, so that could be a slight issue. Other then that, the rest of the features do not bother me at all.

A few pages back HawkMan said something I actually finally have come to agree with, and that is one does not need to own both consoles. I have always known it, but I have owned them both because I could. However I may not pick up both consoles this upcoming generation. I will be 40 in less then 2 years now, and I just do not have time to play games like I once did. I can afford both consoles no issues, but I honestly may for once be smart about things and not get them both. So if that somehow does become a reality, it is a slim chance but if I only did get one console, if these rumors are true, I would get the PS4 as it suits my gaming needs better.

You clearly have never seen this member post before if you think this is even remotely a possibility.

She's much like me then, an OCD minimalist :laugh:

Weak specs, media focused, anti used games, always on, always connected, always watching, mandatory game installs, how is that progressive. Microsoft is giving developers/consumers what Microsoft thinks they want rather than what the devs/consumers actually want.

Rumored specs close enough to the PS4 that it doesn't matter which one you pick. especially since specs don't mean everything as far as performance or graphics goes. Media focused, like the PS4, only MS is better at it and has better media services with their xbox movies and music services. Xbox movies is still the highest bitrate movie streamer. always conected, umm like the PS4 .... always watching ? err what ? stop smoking the weed. mandatory game installs. which is irrelevant, has to be done on all high quality PS3 games as well, and I'm sure you'll find the PS4 will do the same thing, or it'll have severely low quality textures and/or texture popping.

it's progressive because:

Developers KNOW everyone has a Kinect available, and a Kinect2.0 at that that can see a lot more and in much higher detail, and is the only usable gesture control control in any case. you can control menus and movies with your voice and hand gestures. and for full body and exercise "games" full body tracking makes a 100 times more sense than wands and ninchucks. that allows developers to make games that make good use of the next gen kinect much more than today when it was all or nothing, with a few notable exceptions like ghost recon.

Always on, always online is definitely progress. granted the 360 patched games so fast it didn't matter anyway, but now I can get on my game, and not only is my console already patched up, all my metro apps are patched up, my games are patched, DLC for my games are downloaded so I just need to pay for them where that is needed. It can download new arcade games for me as it sees fit (remember the xbox had download of every new arcade game from the start as a setting).

As for the used games thing, which is just a rumor and has nothing to do with the always online rumor(which doesn't mean it has to be online). Imagine this. All games are basically digital copies, you just buy a license code to apply the download to your account(s), this code is embedded on the disks, and the disks are merely a physical copy of the download. This means I can play the games on any console I'm on(like steam), I can play the game without the disk as the disk, is just storage for the game data. Basically giving you all the benefits of a digital download system like steam, without the drawbacks of having to download several gigabytes on slow, unreliable and capped lines. that's what I call an advantage, IF that's what they've chosen to do, most likely, I think this is on option the publishers can chose but not the only one.

As for game installs, well allowing you to install games while you play, seems like progress to be.

dunno, maybe your definition of progress just happens to be a bit biased ?

mandatory game installs. which is irrelevant, has to be done on all high quality PS3 games as well, and I'm sure you'll find the PS4 will do the same thing, or it'll have severely low quality textures and/or texture popping.

No it doesn't.

She's much like me then, an OCD minimalist :laugh:

Wii bar under tv, Kinect on top of tv. problem solved :)

No it doesn't.

well no, not if you don't care about long loading times, then no sure.

1) We don't know that is the case yet.

2) If used correctly I wouldn't see an issue with this. Examples: Part of your world could be changed dynamically as you play it by using the cloud or you could have an option that you turn on where people could spectate your game play. Maybe a character could interact with you using the latest news or technology headlines.

Using online could actually enhance game play in real time in the background as you play. If used properly of course.

Don't disagree with any of that.

The fact that the (worthless) kinect is forced upon you and included in the box makes the earlier reports of the xbox 3 being significantly underpowered(compared to the ps4) seem all the more true.

I wouldn't call it worthless. It's not for everyone. I have one and have found limited use. For navigation it's actually easier and faster if a controller is nearby. If not, it is convenient to be able to then speak your way through. Of course talking out loud for general navigation probably isn't going to be, and hasn't become a big thing to do. If you "have" to connect it, hopefully it has been streamlined. With no motor, it should be much smaller. Also requiring less physical space will help increase its use.

As for the Xbox 3 reportedly being underpowered compared to the PS4. That is the interpretation of PS fans. Most centered around GDDR5 vs. DDR3. While all things being equal GDDR5 is faster, and more expensive, there are many things that can be done to erase or eliminate the modest real world performance gain. And talking 8GB, it could result in a significant console price difference. Cost means a LOT these days.

Sure they refer to it as a way of keeping the console and your games always up to date when you're not using it, and they didn't explicitly state it was DRM. But lets be honest, the way the industry is headed today, it's going to be some form of DRM. In fact, it already technically is, since it's not going to allow used games.

That is the issue with always connected. If it is indeed that, and Sony does not implement this, it'll be a disaster for the Xbox platform. This is the critical spec everyone is waiting for clarification on.

I wouldn't call it worthless. It's not for everyone. I have one and have found limited use. For navigation it's actually easier and faster if a controller is nearby. If not, it is convenient to be able to then speak your way through. Of course talking out loud for general navigation probably isn't going to be, and hasn't become a big thing to do. If you "have" to connect it, hopefully it has been streamlined. With no motor, it should be much smaller. Also requiring less physical space will help increase its use.

As for the Xbox 3 reportedly being underpowered compared to the PS4. That is the interpretation of PS fans. Most centered around GDDR5 vs. DDR3. While all things being equal GDDR5 is faster, and more expensive, there are many things that can be done to erase or eliminate the modest real world performance gain. And talking 8GB, it could result in a significant console price difference. Cost means a LOT these days.

Going solely by the leaked specs, the compute power of the Xbox 3 is 1.23 TFlops, the PS4's is 1.85 TFlops. It's not really interpretation, it's based on the numbers we have so far. That's pretty much the difference between a model range in PC GPU's. AMD 7770 vs. AMD 7850. or Nvidia GTX 650 vs. GTX 660.

Going solely by the leaked specs, the compute power of the Xbox 3 is 1.23 TFlops, the PS4's is 1.85 TFlops. It's not really interpretation, it's based on the numbers we have so far. That's pretty much the difference between a model range in PC GPU's. AMD 7770 vs. AMD 7850. or Nvidia GTX 650 vs. GTX 660.

And as we found with the PS3, specs alone don't tell you the whole picture.

I don't think anyone read my post..

This is most likely only for the XDK Kits. Microsoft had bad issues with 360 XDKs getting out in the wild and resorted to bricking unauthorized XDKS (by using the MAC address of a console that had been marked off, stolen, lost, broken..) Now, you have to submit your IP to microsoft to have it whitelisted.

With that said, the real reason microsoft requires this on retail consoles is,

aliens-meme.jpeg

Going solely by the leaked specs, the compute power of the Xbox 3 is 1.23 TFlops, the PS4's is 1.85 TFlops. It's not really interpretation, it's based on the numbers we have so far. That's pretty much the difference between a model range in PC GPU's. AMD 7770 vs. AMD 7850. or Nvidia GTX 650 vs. GTX 660.

Actually it is open to interpretation. It depends on bus configuration and throughput throughout the system, system and graphics caching, shared cache, memory, memory allocation, etc. etc.

Edit: No one even knows the performance impact of the four Move engines.

"Durango hardware has four move engines for fast direct memory access (DMA)

This accelerators are truly fixed-function, in the sense that their algorithms are embedded in hardware. They can usually be considered black boxes with no intermediate results that are visible to software. When used for their designed purpose, however, they can offload work from the rest of the system and obtain useful results at minimal cost.

The four move engines all have a common baseline ability to move memory in any combination of the following ways:

  • From main RAM or from ESRAM
  • To main RAM or to ESRAM
  • From linear or tiled memory format
  • To linear or tiled memory format
  • From a sub-rectangle of a texture
  • To a sub-rectangle of a texture
  • From a sub-box of a 3D texture
  • To a sub-box of a 3D texture

The move engines can also be used to set an area of memory to a constant value."

Going solely by the leaked specs, the compute power of the Xbox 3 is 1.23 TFlops, the PS4's is 1.85 TFlops. It's not really interpretation, it's based on the numbers we have so far. That's pretty much the difference between a model range in PC GPU's. AMD 7770 vs. AMD 7850. or Nvidia GTX 650 vs. GTX 660.

Pure data crunching performance means absolutely NOTHING in real world performance of course. even if these use mostly the same architecture there are key differences, for example the two move engines in the nextbox could have a huge impact on certain graphics performance as well as other performance and eliminate that whole gap and give advantages in certain situations to the xbox.

so you can't just look by the numbers of fantasyflops one APU pushes vs another. that's just one piece of a very big puzzle.

Actually it is open to interpretation. It depends on bus configuration and throughput throughout the system, system and graphics caching, shared cache, memory, memory allocation, etc. etc.

Edit: No one even knows the performance impact of the four Move engines.

"Durango hardware has four move engines for fast direct memory access (DMA)

This accelerators are truly fixed-function, in the sense that their algorithms are embedded in hardware. They can usually be considered black boxes with no intermediate results that are visible to software. When used for their designed purpose, however, they can offload work from the rest of the system and obtain useful results at minimal cost.

The four move engines all have a common baseline ability to move memory in any combination of the following ways:

  • From main RAM or from ESRAM
  • To main RAM or to ESRAM
  • From linear or tiled memory format
  • To linear or tiled memory format
  • From a sub-rectangle of a texture
  • To a sub-rectangle of a texture
  • From a sub-box of a 3D texture
  • To a sub-box of a 3D texture

The move engines can also be used to set an area of memory to a constant value."

basically they free up a LOT of work that the PS4 has to do with shaders, stuff the shaders aren't actually optimized for since.. they're.. shaders...

The Move Engines are for Kinect, hardware compression/decompression, they are mainly used to maximise the throughput limited RAM and to ease CPU burden not to supplement GPU power. They are basically just the SPUs like on the CELL CPU.

All the shaders on the PS4 are beefed up anyway, it was originally only going to be 4 of the 18 CUs but all 18 will have extra ALU.

And as we found with the PS3, specs alone don't tell you the whole picture.

I agree, but in this case both platforms are using the same GPUs, so this time around the specs are easier to compare.

Actually it is open to interpretation. It depends on bus configuration and throughput throughout the system, system and graphics caching, shared cache, memory, memory allocation, etc. etc.

Edit: No one even knows the performance impact of the four Move engines.

"Durango hardware has four move engines for fast direct memory access (DMA)

This accelerators are truly fixed-function, in the sense that their algorithms are embedded in hardware. They can usually be considered black boxes with no intermediate results that are visible to software. When used for their designed purpose, however, they can offload work from the rest of the system and obtain useful results at minimal cost.

The four move engines all have a common baseline ability to move memory in any combination of the following ways:

  • From main RAM or from ESRAM
  • To main RAM or to ESRAM
  • From linear or tiled memory format
  • To linear or tiled memory format
  • From a sub-rectangle of a texture
  • To a sub-rectangle of a texture
  • From a sub-box of a 3D texture
  • To a sub-box of a 3D texture

The move engines can also be used to set an area of memory to a constant value."

All of the functions the move engines handle are normally handled by the CPU, if anything they would take load off the CPU, not the GPU. Most games nowadays are bottlenecked by GPU performance, not CPU performance.

Yes, overall performance is based on the throughput of the system, but using a PC as an example, you're not going to get the performance of a GTX 660 on a GTX 650 by upgrading your motherboard. Yes, you can squeeze some additional performance with a better motherboard, but you're going to be limited by the GPU.

Again, this is just based on the leaked specs, so for all we know the XBOX could indeed be faster.

And as we found with the PS3, specs alone don't tell you the whole picture.

When they're both of the same architecture, which these gpus are said to be, the specs actually do tell the whole picture. As unlike the previous consoles, those can be directly compared with one another.

Pure data crunching performance means absolutely NOTHING in real world performance of course. even if these use mostly the same architecture there are key differences, for example the two move engines in the nextbox could have a huge impact on certain graphics performance as well as other performance and eliminate that whole gap and give advantages in certain situations to the xbox.

so you can't just look by the numbers of fantasyflops one APU pushes vs another. that's just one piece of a very big puzzle.

Sure it doesn't. And by that logic a radeon 6670 would be just as fast as my 6870. :rolleyes:

Also, the move engines would have to be alot more than they actually are to be able to make up for the sizeable difference between the reported specs.

As long as this thing allows me to continue my ridiculous obsession with Achievement Points (yes, I capitalized that) then yes, I'll buy it.

If, however, they change the "Boink" sound. I'm out. ;-)

Yes, overall performance is based on the throughput of the system, but using a PC as an example, you're not going to get the performance of a GTX 660 on a GTX 650 by upgrading your motherboard.

I did want to comment on this. PCs play games well through sheer horsepower. They should perform even better than they do as compared to consoles. Much of that horsepower is eaten by sheer resolution. PCs internal busses are not optimized for the singular task of play games. You can compare the end result, but not how they get there.

You probably could get from a 650 to 660 performance if the motherboard, chipset, and memory were optimized for facilitating maximum effective fill rate, moving and manipulating textures, etc. etc. All things being equal, the more powerful GPU should result in a more powerful system overall. However, things are not equal.

They are requiring hdd installs so that later on when they offer downloadable games nothing has to be changed. I really hope the next xbox has hdmi in. I would get it to replace my aging google tv Blu-ray player (1st gen).

When they're both of the same architecture, which these gpus are said to be, the specs actually do tell the whole picture. As unlike the previous consoles, those can be directly compared with one another.

The quality of games is also dependent upon the development tools and support offered by the manufacturer, somewhere Sony has traditionally been weaker. And while Sony has confirmed the specs for the PS4, Microsoft has not done so and could respond with some changes. I wouldn't read too much into them at this point.

That said, if both consoles are targeted at the same price point it's logical to assume that the inclusion of the Kinect with all X720 SKUs will result in a lower spec for the base console - that will be compounded if the mandatory installs requirement dictates a greater amount of storage. I mean, a 1TB drive will only be able to store 20 games at 50GB (the capacity of the Blu-ray discs) - even if you assume games will take less than half that, anything less than 1TB will require major juggling of installs and could end up annoying a lot of users.

They are basically just the SPUs like on the CELL CPU.

The SPUs were clearly intended to boost graphic performance/capability. I'm not sure anyone ever mastered them well enough to produced the theoretical performance benefits though. This was apparently one of the more difficult parts of the PS3 to code for and master. Killzone 3 took advantage of them I this way:

"The SPU's were utilized using the Havok engine for physics processing rather than the PS3's dedicated physics processor. Similarly, several graphical processes, like anti-aliasing, were shifted to the SPUs in order to free up the graphics processor for other tasks. Such a move allows the AI scaling to be much more robust."

We just won't know until some real world performance is shown.

That was my point, the Move Engines are nothing more than SPUs were on PS3, people are talking like they are some super special silicon that is going to boost GPU performance, at best they will offer "free" antialiasing. They are mainly there to get around the slow bandwidth of the DDR3 RAM.

The PS4 has beefed up ALUs on all the CUs of the GPU, so physics is moot.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Nope. That lack of surround sound capability (analog) won't fly with me. Sure, I use headphones most of the time, but still.
    • Creative Sound Blaster AE-X PCIe review: your headphones will love it by Steven Parker If you have been reading Neowin for any length of time, you may remember that I reviewed the Sound Blaster Audigy FX Pro back in April. I found it to be an excellent budget sound card, even though it lacked support for formats such as DTS over the included SPDIF port. Anyway, Creative reached out to me again asking if I was interested in reviewing the Sound Blaster AE-X. It is a card mainly targeted at headphone wearers, which I'll get into a bit later. Before we get underway, here is a disclaimer: Creative Labs provided a free sample without any review pre-approval. Here are the full specs of it: Creative Sound Blaster AE-X Dimensions: 179 x 126 x 18 mm Weight: 263g / 9.28 oz Platform: PCI-e DAC: ESS ES9039Q2M Connectivity Options Side: Rear: 1 x HD Audio Front Panel Connector, 1 x ⅛“ Headphone port, 1 x RCA Line-out (Left) port, 1 x RCA Line-out (Right) port, 1 x Coaxial SPDIF-out port, 1 x ⅛“ Mic in/Line-in port, 1 x TOSLINK SPDIF-in port Surround: No DNR / SNR: THD+N: 0.0001% Dynamic Range 130 dB Recording Resolution: PCM up to 32-bit / 192kHz (Stereo) Direct Mode: Line Out (Stereo): PCM up to 32-bit  384 kHz Coaxial SPDIF Out: PCM up to 24-bit 192.0 kHz Headphone Amp: PCM up to 32-bit / 384kHz (Stereo) Native DSD: DSD64, DSD128, DSD256 Output Impedance: 1Ω, Supported Headphone Impedance: 8–600Ω, IEM: 0.5Vrms, Low: 1.5Vrms, Mid: 3Vrms, High: 6Vrms, Maximum output power: 350mW @ 32Ω (High), Maximum output voltage: 6Vrms (High) Front Panel Headphone Amp: PCM up to 32-bit / 192kHz (Stereo) Native DSD: DSD64, DSD128 Output Impedance: 10Ω, Supported Headphone Impedance: 32–300Ω, Maximum output power: 40mW @ 32Ω, Maximum output voltage: 1.9Vrms ASIO: ASIO 2.3 Total Harmonic Distortion: THD+N: 0.0006% Dynamic Range: 114 dB Scout Mode: Yes EMI shielding: No (but it passed all the FCC emission tests) Operating temperature: 0–45°C Input Power: 12V⎓0.5A Warranty: 1 Year (MSRP) Price: $179.99 / £169.99 The Sound Blaster AE-X was announced at the end of May, and it becomes clear that it is mainly for headphone wearers. I should also note that the card does not support DDL/DTS encoding technology, but it is said to support decoding through the coaxial SPDIF port. I was able to test this working with the classic Windows Sound properties, but I could not get a DTS (decode) signal through my Logitech Z906, it defaulted to 3D sound whenever I played DTS content through Plex or Emby. In addition, this card only supports two channels (stereo) over the speakers. The surround support is limited to the Headphone Amp, so before I get underway, what we have here is a card mostly intended for headphone use, especially with its SPDIF In (Toslink) port where you could connect another device like a console. So what about the highlights of this card? The AE-X is powered by the ESS SABRE DAC (ES9039Q2M), which is capable of a 130 dB dynamic range. In addition, it supports 32-bit/384 kHz playback for deeper detail and clarity. The headphone amplifier delivers up to 350 mW @ 32Ω, which admittedly far surpasses standard onboard audio, offering support for studio-grade headphones. DSD256 and ASIO 2.3 are also supported. What doesn't it have? No support for What-U-Hear, Super X-Fi, or the SmartComms Kit No EMI shielding, but it passed all the FCC emission tests (from the FAQ) I also want to make it clear that I am no audiophile. For me, it's purely subjective and it should just "work" out of the box. First impressions As I said in the introduction, I was a bit sad to see that the AE-X only supports stereo output, meaning it would not be on par with my ALC1220 over my speakers, as I mentioned it seems like this card is marketed toward headphone users. Since I am not an avid gamer that would rule me out as a potential customer, but I can still test its capabilities! The card arrived in a nice-looking box, as shown above. It's quite a bit larger than the Audify FX Pro that I reviewed back in April, and at first I thought the covering meant that it was EMI shielded, but it isn't as mentioned above in the highlights section. What's in the box: 1 x Sound Blaster AE-X PCIe card 1 x 3.5 mm CTIA TRRS to Dual TRS Headset Splitter Cable 1 x Quick Start Guide Aside from the Quick Start Guide, which someone at my age (I guess) needs a magnifying glass to read thanks to the tiny fonts, Creative Labs also has the manual online, which first requires you to prove that you're human in order to access it (so I can't direct link it). Anyway, the box is mostly made up of cardboard, and the only plastic in it is the anti-static bag for the card itself. Design Top Bottom The card itself looks pretty cool and actually wouldn't look out of place in an all-white build. There's only one connector, and for some reason it is awkwardly placed on the side (front-facing) that is for the front panel audio connector, which will let you use the headphones through the front PC audio jack. Since the front panel Headphone Amp has fewer capabilities than the rear headphone port, I decided not to use it. Rear of card PCI-e interface The rear of the card is completely open and is normally where you would find the front panel connector. The PCIe interface side is completely covered, which initially made me think it was EMI shielded. I/O panel Side (front-facing) with Front panel connector On the outer rear bracket side we have the TOSLINK SPDIF in, Coaxial SPDIF out, RCA line out (Right), RCA line out (Left), Headphone out, and Mic/Line in ports. On the front facing portion of the card itself is the F-panel connector. Usage Test System Our test system consists of the following: AMD Ryzen 9 9950X3D Gigabyte X870E AORUS MASTER (BIOS F12) Corsair RM1000x (2024) Thermal Grizzly Kyronaut (33x33x0,2mm) 2x 32GB Kingston Fury Beast RGB DDR5 6000MT/s CL36-38-38-80 T-Force Z540 2TB (PCIe Gen5) NVIDIA GeForce RTX 5090 Founders Edition (NVIDIA) Creative Sound Blaster AE-X Windows 11 25H2 Pro I installed the card into the Gigabyte X870E AORUS MASTER which includes the RealTek ALC1220 onboard audio. For our subjective listening tests, I used the Coaxial SPDIF port to my Logitech Z906 speakers. For headphone tests I used the OneOdio Studio Max 2 Wireless DJ Headphones that I reviewed last month. After installing the audio driver, I installed Creative Nexus, which is a relatively new app designed for the latest Sound Blaster cards. Then I discovered the AE-X needed both a driver update from 1.00.15.0001 to 1.01.09.000 and a firmware update from 1.00.06.0000 to 1.00.06.0002, then I was set to go. It should be noted that the card did not work without the driver (not Plug and Play). As you can see above, you can manage the firmware, driver, and inputs via Advanced Settings on the Device tab. By default Nexus enabled "Direct Mode". Upon clicking on Acoustic Engine, the Equalizer can be enabled and set to four different presets, which are: Gaming Music Movies Footsteps Enhancer There's also a dedicated Scout Mode for gamers. I mainly used Tidal and Spotify in the past week to listen to some of my Liked Songs (which now total over 700) in Shuffle mode; there were no pops or interference that I could hear. I also found a 5.1 Surround Music playlist on Tidal that sounded really great over Studio Max 2 headphones. When I reviewed the Audigy FX Pro, I went out and purchased a Logitech Z906 set second-hand for €100 specifically to use with the card, but in this instance all I could get on the AE-X was the 3D output of surround sound through Coaxial SPDIF and although it still sounded great, it isn't quite as good as DTS Interactive via my onboard Realtek ALC1220. Conclusion So what have I learned? The AE-X lacks multi-channel support for 5.1/7.1 setups and drops support for modern surround technologies like Dolby or DTS, functioning strictly as a stereo output device. So to really benefit, you will need Studio-grade headphones to "hear" the benefits of this card. With that being said, I can imagine it will appeal to gamers who are switching between console and PC. By utilizing the SPDIF in port, you could just plug your headphones into the AE-X (front or rear port) and then switch between PC and Console without having to move the headphones to a different port. As I said in the Sound Blaster Audigy review, the EQ in the Creative Nexus app offers safe presets, which allows a user to further tweak the lows, mids, and highs for a personal listening experience. Of course it all depends on the headphones you hook up to it. Speaking of headphones, I kind of wish I had higher-quality Studio-grade headphones to really test this card with; I'm not usually wearing headphones in my day to day duties. The only time I will wear them is if I want to listen to music very late at night and I don't want to disturb my neighbors, so my rating (verdict) is based on this fact. Someone with a PC/Console setup and wears headphone religiously to game, and consume media will benefit much more than I from the high-quality Headphone Amps that are included in the AE-X. Once again, I do feel like Creative could have gone the extra mile to support the S/PDIF port a bit more. Why include it if you're not supporting the main popular digital formats? It seems like the decision was more of a legacy-based one, offering uncompressed 2-channel PCM audio, for users with high-fidelity audio systems and external DACs. Maybe I will be lucky enough to review a card that truly includes all these features in the future. I am sure readers with far more knowledge on audio systems than me will correct me in the comments below. I'll just say I am happy to learn what I don't know! Where to buy The Sound Blaster AE-X is available to purchase now in preorder for $179.99 on the U.S. Creative website, or for £169.99 on the Creative UK website and will start shipping to customers from June 25.
    • $80 or 90%, anything else would be financial suicide one way or another.
    • Or... just use Bitwarden. Free, and has on-prem option as well. Works both on desktop and mobile, wherever you are. The age of local password files is over.
    • Thanks
  • Recent Achievements

    • Week One Done
      Supreme Spray LV earned a badge
      Week One Done
    • One Month Later
      Genuinetonerink- Dubai earned a badge
      One Month Later
    • Week One Done
      Genuinetonerink- Dubai earned a badge
      Week One Done
    • One Year In
      hhgygy earned a badge
      One Year In
    • Week One Done
      AMV earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      513
    2. 2
      +Edouard
      164
    3. 3
      PsYcHoKiLLa
      88
    4. 4
      Steven P.
      74
    5. 5
      Michael Scrip
      73
  • Tell a friend

    Love Neowin? Tell a friend!