When i first heard of 'object oriented sound' i hoped it meant we'd start seeing a move towards a more video game approach to movie soundtrack design. I've often felt that i get more of an immersive experience out of my 7.2 setup playing games. Sound seems to come From the object (crackling fire, annoying villager, etc) and the qualities of the sound it makes is anchored to that object - move closer to it, or spin around and that sound becomes louder in the mix, and moves in the room to where it should be based on coordinate logic, on the fly. This helps to orient my own position in relation to what im hearing, which makes for a more 'surrounded' experience. It made me wonder why a movie soundtrack couldn't be mixed the same way, with the levels and orientation of each sound in the mix controlled by the mixer, steering the listener through the linear experience of the movie's 3D soundfield, based on where the sounds are 'actually' coming from -not by deliberately assigning volume and channel values to everything until he thinks it sounds right. If this is what Atmos is all about, ill definitely consider upgrading in a few years.