T
THXguru
Audiophyte
Question: What about existing/future Atmos content and production tools?
In the current 5.1 world, most components in the production/distribution chain are generic (mixing desks and tools based on ITU 5.1 standard, DCP files for cinema playback, "regular" loudspeakers in cinema and home). There was not much to earn for Dolby or DTS/datasat in this generic chain, and for BluRay the studios could freely choose to use Dolby or DTS or even PCM to deliver the 5.1 track.
With Atmos, Auro3D and probably also with DTS:X we are leaving this generic, ITU-standard-based world and enter the land of proprietary formats. For instance, I have the impression that with Atmos, Dolby has tried to push as many proprietary components into the chain as possible: Atmos mixing tools, Atmos encoding and transmission to the cinema, Atmos cinema decoder, Atoms/TrueHD encoding and transmission via BluRay, Atmos-enabled upfiring speakers, Atmos AVR signal processing for the upfiring speakers.
I suspect that existing and future Atmos content is "locked/encrypted" in Atmos format, and Dolby will certainly not allow conversion to DTS:X or Auro3D. Same for the existing production tools in the studio: I assume that those only output Atmos data, meaning that some new studio equipment is necessary to make content for DTS:X (or for datasat:X ...?). At home, they can't prevent the user from feeding Atmos-enabled upfiring speakers with non-Atmos signals, but the related signal processing in the AVR is licensed from Dolby and may only be activated with Atmos input signals.
On top of that we have of course fundamental compatibility issues (supported speaker layouts, number of beds and objects, properties and degrees-of-freedom of objects, etc.). So we might face an unprecedented format war with encryption barriers as well as technical (non-compatible content) barriers. Both the content creators and the end user have to decide which format to use and are probably stuck with that format. This is a bad situation, format co-existence as we know it is probably not possible. Studios and even the enthusiasts in this forum are reluctant to move forward in any direction.
My conclusion: In order to get 3D-sound generally embraced, one of the competing formats has to win the race very soon, or the formats have to allow for compatibility and format conversion (maybe based on new ITU or MPEG standards which are already under preparation).
Correct?
In the current 5.1 world, most components in the production/distribution chain are generic (mixing desks and tools based on ITU 5.1 standard, DCP files for cinema playback, "regular" loudspeakers in cinema and home). There was not much to earn for Dolby or DTS/datasat in this generic chain, and for BluRay the studios could freely choose to use Dolby or DTS or even PCM to deliver the 5.1 track.
With Atmos, Auro3D and probably also with DTS:X we are leaving this generic, ITU-standard-based world and enter the land of proprietary formats. For instance, I have the impression that with Atmos, Dolby has tried to push as many proprietary components into the chain as possible: Atmos mixing tools, Atmos encoding and transmission to the cinema, Atmos cinema decoder, Atoms/TrueHD encoding and transmission via BluRay, Atmos-enabled upfiring speakers, Atmos AVR signal processing for the upfiring speakers.
I suspect that existing and future Atmos content is "locked/encrypted" in Atmos format, and Dolby will certainly not allow conversion to DTS:X or Auro3D. Same for the existing production tools in the studio: I assume that those only output Atmos data, meaning that some new studio equipment is necessary to make content for DTS:X (or for datasat:X ...?). At home, they can't prevent the user from feeding Atmos-enabled upfiring speakers with non-Atmos signals, but the related signal processing in the AVR is licensed from Dolby and may only be activated with Atmos input signals.
On top of that we have of course fundamental compatibility issues (supported speaker layouts, number of beds and objects, properties and degrees-of-freedom of objects, etc.). So we might face an unprecedented format war with encryption barriers as well as technical (non-compatible content) barriers. Both the content creators and the end user have to decide which format to use and are probably stuck with that format. This is a bad situation, format co-existence as we know it is probably not possible. Studios and even the enthusiasts in this forum are reluctant to move forward in any direction.
My conclusion: In order to get 3D-sound generally embraced, one of the competing formats has to win the race very soon, or the formats have to allow for compatibility and format conversion (maybe based on new ITU or MPEG standards which are already under preparation).
Correct?
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