In game performance probably
mattered most. Well, playing with a pair of headphones, Half-Life no doubt best brought
out the powess of A3D 2.0. I could feel that positional audio was taken a notch higher -
sounds of enemy fire were distinct enough to giveaway their positions.
However, once I switched to quad speakers
mode, the effects became a little hazier and after installing LiveWare 2.0 onto my SBLive!
test system, positional audio had been much improved and distinct. No longer I see the
advantages of wavetracing over EAX so clearly. (Check Page 3 of Alive's LiveWare 2.0
Unreal was another game I played on both
cards. I was unable to discern any appreciable difference between the Vortex2 and Live!.
Strolling about the infamous Nali Falls didn't disappoint on both cards. Performance was
about on par with each other.
Next, I started up (my personal
favourite) Need for Speed 3. Due to explicit support for EAX (as well as A3D 1.0), the
game performed nicely on the Live! with appreciable reverb effects as you raced through
tunnels and canyons. With the Vortex2, missing out on these effects took away the fun of
that added realism. The problem arose again in MotoRacer2, the game appear to lack
something when I raced through the tunnels minus EAX. However, 3D positional sounds still
worked very well, you could definitely hear if the bikes passed you from the right
The EAX enhanced FIFA 99 had the most
overly done stadium reverb ever. But I cannot deny that it added a certain immersiveness
into the delightful game. Once played on the SonicVortex2 then I realised I was missing a
considerable amount of action, excitement and the "feel of being there".