Which I'll keep telling you that isn't correct because it's not the lowest common denominator.
There is no lowest common denominator here. Both have strengths and weaknesses relative to one another. Devs don't operate as you pretend they do. They don't simply say "well let's ignore all the hardware on this platform and only work with whatever we can fit on both...unless it's PS4 in which case we will utilize the extra hardware".
Vast majority of PC owners don't have dedicated soundcards so their CPUs do the mixing and filtering (basically the norm for the last...forever).
They have beastly CPU's for gaming instead. Which is fine. And the new gen GPU's will have high end audio capabilities too.
The same with PS4, Xbox one is the outlier in the audio department not the other two platforms. So they're going to build their engines around PC/PS4's audio abilities first.
That doesn't matter. It has NOTHING to do with the argument I've made. You're just too dim to actually read what I have told you and instead you've invented a strawman argument to bicker with. I AGREE with you here. But they will still have to compute that audio somewhere and on gaming PC's and PS4 the natural place is in the CPU for the former and the CU's for the latter. You want gameplay parity above all else. Devs won't let the PS4's CPU hold back their gameplay when it's not necessary to do so.
SHAPE will be seen as a bonus feature that will get used in place of CPU on XBO. It makes absolutely no sense to go balls to the walls with audio on one platform and then scratch heads trying to figure out how they're going to handle it on the other two platforms.
Read posts. THEN reply. So obnoxious...
And if by complex reverb you mean convolution reverb...
...I don't.
I personally haven't seen any multiplatform game running on both systems. Not that it would even matter I'm not dumb enough to judge the ability of either console on launch titles that are meant to run on a myriad of systems. But I am willing to bet that none of them are doing audio on CUs. I'm willing to bet BF4 isn, AC4, nor are any of PS4's exclusive titles.
I bet inFamous SS does. They've bragged about their audio processing engine and have a lot of open-ish world type game heap and AI/physics to utilize that CPU as is. I doubt we will find out how most games utilize those CU's or how audio is handled. It's clear from the dev docs and Cerny that Sony feels audio is a prime example of what those CU's are gonna be used for though.
As for 14Cu vs 12Cu, you'll keep saying that and it'll keep not being true. As a great example, I know there is one title in development for both consoles in which they're not using pixel shaders for their lighting but rather compute shaders because they actually found it faster. So now we're looking at 18Cu vs 12Cu.
Give me a link please. Not going to take your word for a "great example" that you can't back up when it's convenient to your assumptions. One game doing that does not amount to the vast majority of games doing that. I never claimed all games will use 14CU's and no more on PS4 Ketto.
I'm not assuming anything, nor did I say they were going to port from PS4.
You assumed this when you based your entire argument on the assumption devs are going to code to PS4's CPU limitations instead of coding to each platform's strengths individually (which is what they typically do). Keep dreaming if it helps ya sleep at night though Ketto.
Nor did I say they wouldn't do anything with the extra cycles they've freed up. In fact I very much said they would use those freed CPU cycles to do more/help do other tasks assigned to the CPU derp.
Which means they have better physics or AI on the X1 version, which means tons more bug testing and playtesting and way more cost. Uh huh...not buying that. sebbbi made the case against that already. I won't repeat it over and over.
When developers are building a multiplatform engine, they look at all the platforms and try to find common ground between them and build a base profile around said common ground. So they're going to look at PS4, XBO, PC and see what can be leverage and what can't. They'll look at PC and PS4 and know that both machines lack a true dedicated audio processor. So they'll do a less complex/resource intensive version of their audio on CPU; then in regards to the XBO version they'll move it to SHAPE and use those CPU resources on something else however large/small said resources are.
You are assuming they will opt to code to PS4's architecture but not to X1's. Not happening. Devs code to both. Just as they did on PS3/360. The last thing they want is a disparity between sku's. They will code to the CU's for audio considerations and leave the CPU alone if at all possible because beyond that the major tech/design hurdles are then pretty much gone since you have the same AI, physics, heap on the CPU and basically the same graphics processing done on the GPU's. As I said, on PC's the audio isn't an issue as the CPU's are strong enough as is.
I'll take sebbbi's word over yours. He is an actual developer and all.
So you can sit here and assert and speculate, but the people agreeing with me are much more knowledgeable than you and actually know what they're talking about.
The ppl you are quoting agree with me. So does Sony's own internal docs. Simply acting like they agree with your argument makes you look really stupid when your quote mining doesn't even produce quotes related to the sticking point.