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FAQ

Integrations

How is this different from other middleware like FMOD or Wwise?

FMOD and Wwise are excellent tools for playback, mixing, and spatialisation, and Vercidium Audio integrates with both of them.

Vercidium Audio is a separate process that handles all material and geometry simulation - instead of manually placing reverb zones and occlusion volumes, the SDK figures out how sound should behave based on your actual geometry at runtime.

Will it work with my existing audio setup?

Yes. Vercidium Audio integrates with Godot, FMOD, Wwise and OpenAL Soft, so you can keep using your existing audio setup and add raytracing on top. Unreal Engine support is on our roadmap.

Technical

Which languages are supported?

The C# SDK is available now, and a C SDK is planned for late 2026. JavaScript is also supported, powered by a WebAssembly build of the C# SDK.

Which platforms are supported?

The C# SDK has no dependencies and can run on any operating system that supports .NET 8. The C SDK will run on consoles and other platforms that don't support .NET.

Supported
Testing
Planned
Platform Status
Windows
Linux Ubuntu 16.04+, Debian 10+, Fedora 37+,
RHEL / CentOS Stream 7+, openSUSE 15+,
Alpine 3.17+, Oracle Linux 7+
SLES (SUSE Linux Enterprise Server) 12 SP5+
macOS macOS 14 (Sonoma)+
WebAssembly (3-7x slower raytracing depending on the browser)
iOS
Android
SteamOS
PlayStation
Xbox
Switch

Which engines are supported?

There are Godot and Unreal Engine plugins in development. These are open source wrappers built on top of the C# and C SDKs and contributions are welcome.

Does the raytracing require a GPU with RT cores?

No, all raytracing is performed on background threads on your CPU. It does not require a graphics card.

How is this different to Steam Audio?

Steam Audio and Vercidium Audio each excel in different areas. See the table below for a direct feature comparison.

Supported
Not supported
Planned feature
Platforms Steam Audio Vercidium Audio
Desktop
Console
Browser
Android
iOS
Ray Types
Occlusion
Reverb
Permeation
Ambience
Visualisation
Primitives
Triangulated meshes
Prisms, planes
Spheres, cylinders, cones
Features
Pathing
Permeation
Ray caching
Hardware
CPU raytracing
Compute raytracing

How many audio sources can I have at once?

It depends on how complex the geomtry in your scene is, how many emitters you have, and how many rays you cast. Run the benchmarks to see how it performs on your hardware.

On an i7-10700 CPU, a typical indoor environment composed of multiple rooms with 10 sounds takes 2ms to raytrace on a single thread. With 8 background threads, this is reduced down to 0.25ms.

What kind of geometry does it support?

Vercidium Audio casts rays against the same low-poly primitives that physics systems use - prisms, spheres, cylinders and meshes.

These primitives don't need to match the meshes used for rendering - it's recommended to raytrace against low-poly primitives for improved performance.

See the full list of primitives here.

How does it handle dynamic geometry - doors, destructible walls, moving objects?

The size, position and rotation of every primitive can be adjusted in real time. Ray Caching ensures that only the rays that intersect with the updated primitives will be re-cast.

However, the position of each vertex within a mesh cannot be changed at runtime, but this is a planned feature.

What is the performance overhead? Will it affect my frame rate?

Vercidium Audio is designed to run in parallel with your game. All raytracing and heavy lifting runs on background threads on your CPU. On average, it spends about 0.1ms on the main thread each frame.

Are outdoor environments supported, or only enclosed spaces?

Both environments are supported.

What is the 3D audio visualiser?

Vercidium Audio outputs the positions that rays bounce off. These positions can be rendered as instanced particles in your engine, improving spatial awareness for deaf players.

Licensing & Pricing

Can I use Vercidium Audio for free?

Yes, a free Non-Commercial Licence is available for any game or application that does not produce revenue. Please read the non-commercial definitions here.

What counts as "commercial"?

Any application that is sold, has microtransactions, is crowdfunded, or is published to a console / app store. Please read the commercial definitions here.

Is the Indie Licence per-game or per-studio?

The Indie and Studio licences apply to a single game. If you ship a second game, you'll need a second licence.

A single licence also covers DLCs and porting to other consoles. Please read the full scope in the Indie Licence Terms here

Do I need to display a credit or attribution in my game?

Yes, if you are using the Non-Commercial Licence. It is not required for the Indie and Studio Licences, but is much appreciated.

Download the Vercidium Audio logos from the press kit.

What does the Studio Licence include?

The Studio Licence includes bespoke integrations, direct support and source code access. More information is available here.

If I purchase Vercidium Audio now, will I receive the C SDK later?

Yes, a licence covers all current and future Vercidium Audio SDKs and plugins:

The Indie and Studio licences allow using all SDKs and plugins in a single commercial product, regardless of purchase date.

I entered the wrong details at checkout - how do I correct it?

If you entered the wrong studio / game / application name on checkout, send us an email at [email protected] to correct it.

Support

Where is the documentation?

Documentation for all SDKs and plugins is available at vercidium.com/docs.

The C# SDK ships with full XML documentation.

How do I report a bug or request a feature?

Please report bugs and request features on our support repository on GitHub.

Is there a community or Discord server?

You can join our Discord server here. For bug reports and features requests please use the support repository on GitHub.