**5. Conclusions**

Within this chapter, an overview was presented on perception and efficient simulation of reverberation. A special focus has been put on the case of binaural audio and, in particular, on Ambisonics-based and convolution-based rendering methods. The issue of the trade-off between computational cost and perceived quality has been discussed at length, mainly looking at the case of varying spatial resolution and implementation choices of Ambisonics-based renderings, highlighting the results of some recent studies on this matter. Considering the very rapid development and uptake of VR and AR technologies, it is particularly evident the importance of further research focusing on better understanding how computational optimisations and simplifications can have an impact on the perceived quality and realism of the rendering. Some of the most relevant challenges in this area have been outlined at the end of the chapter, and will hopefully serve as a guideline for future research in the area.
