Recent comments in /f/headphones

frobroj t1_j1n5fg0 wrote

it's definitely a much bigger jump than I was expecting! Not sure what kind of magic they are bottling but it's pretty nice. Could just be my expectations were so low that any improvement was a major wow! Was running a 789 prior to the burson. I wouldn't get the Burson for the clears though. I still run my clears on my xduoo ta-26. The clears love tubes. Heard the Rebel is a great solid state amp to pair with em. A bit warmer and more tube like. Got my Burson open box so round 700 ish.. worth it and then some. I use my open alphas on it as well as my hd800s. The clears I run on it from time to time but mainly they stick to tubes.

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Ticonderogue t1_j1n4feg wrote

I found gaming headphones I've had... typically also utilized virtual surround software, which did bolster TV shows where otherwise the audio was extremely flat, and some movie cinematics benefit. But turning virtual surround off on say Astro A50s, it sounded cheap and hollow too. It couldn't produce natural sounding audio without surround effects turned on, and is tuned explicitly for that purpose. A warmer headphone, like the X2HR, I think sounds very good in stereo while gaming, and if I like, I can add Dolby Atmos or Windows Sonic surround effects. I rarely do.

It really depends on the headphones. A studio reference headphone for gaming isn't ideal for me. That said, many gamers I know turn on treble boost in game setup for FPS, and that makes the whole audio flat and hollow except for the top end for footsteps and such. They care more for the edge in hearing nearby movements than overall immersion in the game. I can't stand that personally. But in say warzone, as usual, I often can't hear people running straight at me until they're like 10 feet away and blasting me. lol But that's not the headphones (does this with all the headphone I've tried over the years, boosted or not), it's the game. They just can't seem to get audio cues correct. Other games do that far better, and I think they need to pirate what their competitors do. So I might as well enjoy the whole game's audio and not just Auto EQ it for a specific purpose.

The cans I use for solo gaming are the Audioquest nighthawk, which are a sort of semi open back, and warm. I think they're exceptional for music, gaming and movies. Without virtual surround.

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Vipitis t1_j1n46rc wrote

Games do sound really odd. After I upgraded from Beyerdynamic Custom One to iBasso SR2 there is a lack of bass (I was using the Cops on 3/4) as well as a little bit more stage. It took a day or two to get used to in my main few games. But it's alright.

You should try music and make sure it's driven well, and might notice a difference. Your hear will get accustomed to what you hear and might just prefer it.

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DreamDropDistancia t1_j1n42d7 wrote

Again with the "footsteps".

Why does every "is good for gaming" review of headphones have to include how well footsteps come through? How many of us are actually pro gamers, really?

Also, have you heard a lot of real-life explosions? You'd have to have, to know if an explosion sounds "super realistic" or not.

I'm no expert, but I'm pretty sure any loud, sudden sound is going to be scary, more often than not.

Also, sound engineers for games don't always make "realistic" explosions - they take artistic liberties to modify and twist sounds to make them however they want - including explosions. I mean, if you're playing Halo, and a plasma-something explodes... how in the world are you going to have a base line for how that's supposed to sound, this sci-fi, made up thing?

tl;dr - there's more to gaming than footsteps and explosions, and explosions are not always mixed to sound "real" to begin with, so this praise of Sundara isn't reliable data. In the end, you should always try a headphone and see if you like it.

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ostuniman OP t1_j1n3ffe wrote

Sonova website says:

Yesterday’s Sennheiser Consumer Innovation press event also confirmed that premium headphones, audiophile, enhanced hearing, and soundbars will be the four key product segments. Sonova Consumer Hearing has announced a packed innovation pipeline with new products expected in all four of its categories in 2022, including new products in its flagship MOMENTUM range. The company also doubled down on its investment into audiophile headphones following the recently launched award-winning IE headphone series, with many more exciting products to come.

The premium headphone market is currently valued at around USD 20 billion and is expected to grow threefold to USD 60 billion in the next seven years. This growth will be driven by smartphone attachment as currently only about 20% of smartphone users have true wireless headphones, this will grow to 70% in the next seven years.1 The Sennheiser brand will be at the forefront of this transition with its premium true wireless sound.

The technology behind true wireless headphones and hearing aids is also converging to create a rapidly growing enhanced hearing segment. Sonova’s acquisition of the Sennheiser Consumer business puts it in a very strong position to lead the market.

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heyyoudvd t1_j1n1tne wrote

Does Sennheiser have a single planar in their lineup?

That’s gotta be something they’re working on, doesn’t it?

Perhaps we’ll see a planar-based HD 900 at some point?

Who knows. Their plans are especially ambiguous ever since they were acquired. We have no idea what the audiophile ambitions are now that they’re owned by a hearing aid company.

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random_LA_azn_dude t1_j1n0hxt wrote

Those cans crave current and I wonder if speaker amps not being as current-limited as a lot of headphone amps plays a part.

Then again, my recently-acquired Cavalli Liquid Gold (OG) (LAu) puts out 8-9W at 50ohms and my HE-6's sound pretty good on it when comparing the LAu against my Bryston 3B-ST. However, the Bryston 3B-ST (120W at 8ohms) is a far better value proposition for an HE-6 setup at the $500 used price I paid for it.

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