The problem with duplicated stereo is that rear engine formula cars will noticeably not put the engine behind you unless you have quad surround. The immersion is basically lost compared to real-life and trying to compensate by shifting the fore/aft balance is not going to work because then you lose the other sounds that should be in front of you.
Honestly, the games do a decent job when it comes to surround in this regard and a proper surround system will still let you adjust the balance better than a duplicated stereo system. Let the tactile system do what it needs to do separately from the sound.
Okay thanks for your input on this, you mention two interesting points. Though I would like to validate what you are saying here is actually happening. You miss also how I will incorporate audio tactile with telemetry based tactile as it is a key factor to getting the best immersion and something I have done a great deal of testing with.
Can you or anyone give me an example which titles or indeed cars are best for using the surround channels. Doing what you just mentioned in placing the engine more on the rear channels if indeed the car selected is a rear engine based car or the front channels if the car selected is front engine based.
Seeking More Understanding
What I want to do is test and compare such things, to understand but not second guess or assume things here. Is this something someone has really covered before in a thread somewhere?
If we focus on the intention to verify which titles in their audio effects design/distribution really make use of additional channels over stereo and how they do it.
Not, however, just primarily have a mainly stereo based audio mix and then this is upscaled to higher channel configurations like Dolby have used since Pro Logic II for 5.1 and Pro Logic IIx for 7.1. With other DSP audio options created after these old technologies and available to developers for game audio design. For instance how FMOD and its tools is used by many leading studios for titles like P Cars, Assetto Corsa, Driveclub, Forza etc.
Specific Audio Channel Usage
Can you confirm which titles offer "fore/aft" balance you mention? If you want, please give me more examples where or how "fore/aft" is used in this way in surround sound.
If we take an example of wheel/audio sounds for curbs, can a user place a front left wheel and have it heard primarily in the front left channel for correct positioning? By this, if it is like you state, then we should be able do the same for any of the 4 wheels, yes and get correct audible positioning over the stereo but independently for front and rear channels as well?
Confirmation Via Monitoring The Audio
What I will do with ACC when it arrives is monitor its speaker output for stereo compared to other options. At the moment this is mainly my primary focus title. I can easily monitor upto 8 channels activity in real-time on a secondary display.
So then I suppose, its possible to use (like in AC) only one or a few effects at a time and then monitor how each channel is being used by this effect or effect group for the corresponding sound configuration. Recording the realtime video operation of this monitoring and compare it with re-run tests using 2.0, 4.0, 5.1 or 7.1. This in essence will confirm what effects may use the directional output for the front and rear channels be this fore/aft that you mention but also how the cen and sub channels are used for any specific low-frequency output or mono effect centralisation.
Competizione Audio
Of course, this is time-consuming but I will wait to do this with Competizione than look into previous titles for now.
Would this interest anyone? Has anyone any links or info they can share that actially does full detailed comparisons on PC game audio and verify, not just speculate or assume how the different options compare?
Also in your opinion is what I propose, a good or fair way to determine what fore/aft or indeed how surround effects and the cen/sub channels are being utilised?
Please give more info or views you share, thanks.