Spatialized audio
The audio industry is abuzz with new techniques to present audio experiences for VR (or, more accurately, old techniques that have finally found a good use) in the form of spatial audio. Audio data for these formats no longer represents audio data from specific channels, but instead contains data for certain audio harmonics that are merged at runtime to create a more believable audio experience depending on the current camera viewport, particularly vertical orientations. The key word from the previous sentence is runtime, meaning that this effect has a continuous nontrivial cost associated with it. These techniques will require CPU activity, but may also use GPU acceleration to generate their effects, so we should double-check ...
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