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| quote: | Originally posted by DJ RANN
Again, I hate the analogy because it's far more complex and directly uncomparable, but think of when you see that slow motion video capture used for high speed sports such as formula 1 or tennis. When you see normal TV (30 fps) it looks fine, but when you the hi speed in real time (500 fps) it looks so much crisper. |
No, no, no, no, no. In the case of motion picture it's your brain that's doing the interpolation, and your brain is a very rough and inefficient instrument for this. With audio it's the hardware doing the interpolation and the interpolation is essentially perfect.
If you want to compare to animation, compare it to the screen's refresh rate and not the frame rate. Humans have the ability to see flicker up to about 50-60 Hz; once you take it up to 75 or 90, it's not flickering anymore. It doesn't matter if you take the refresh up to 200 or 500 Hz, it will still look exactly the same, because that's what we can see.
But that's STILL a false analogy because you can film a 75 Hz screen with a 75 Hz camera and still see flicker because they're out of sync. On an audio signal it does not matter where you take the samples. As I said, the closest graphics analogy would be something like a NURBS curve, which can (perfectly) model a theoretically infinite surface with just a handful of control points and knot vectors. With audio, you only need the "control points" because you already know the "vectors" (sinusoids).
Please, no more misinformation on this. You can tell yourself whatever you want, but any differences you're hearing working in 192 kHz are more likely than not due to aliasing distortion on the down-conversion and weird compatibility artifacts.
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