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Mad Lust Envy's Headphone Gaming Guide: (3/18/2016: MrSpeakers Ether C 1.1 Added) - Page 376

post #5626 of 37467
Another question,
If FPS gaming is not a priority, would the Beyerdynamic DT990 250 OHM be better for me than an AKG Q701? I might or might not play BLOPS 2 competitively, but if I do how would the DT990 compare to the hear-every-footstep soundstage of the Q701. Also the best gaming headset I've used is the AX720, so will the headphones be a big or little step up? More importantly, what headphone (bass boost included) would be best for a variety of games, from AC to Gears 3 to Elder Scrolls to COD and everything else?
Edited by PceLuvnSloMo - 6/8/12 at 10:48pm
post #5627 of 37467
Thread Starter 
Which DT990? The premium or pro? They're both 250ohm. The Pro is really, really bass heavy. The Premium should be a better all rounder if it sounds remotely close to the 600ohm version (which I assume it does).

And yes, I prefer the DT990 over the Q701 for all purposes other than competitive gaming, which the DT990 was still great at. Oh and TV shows, because the vocals are considerably more up front on the Q701 vs the DT990.
Edited by Mad Lust Envy - 6/8/12 at 11:47pm
post #5628 of 37467

Just make sure you can handle the treble evil_smiley.gif

post #5629 of 37467
Quote:
Originally Posted by PceLuvnSloMo View Post

Another question,
If FPS gaming is not a priority, would the Beyerdynamic DT990 250 OHM be better for me than an AKG Q701? I might or might not play BLOPS 2 competitively, but if I do how would the DT990 compare to the hear-every-footstep soundstage of the Q701. Also the best gaming headset I've used is the AX720, so will the headphones be a big or little step up? More importantly, what headphone (bass boost included) would be best for a variety of games, from AC to Gears 3 to Elder Scrolls to COD and everything else?

Treble is a bit annoying with the 990 pro, that´s why I wanna get a Sennheiser 598 for music. 

But when it comes to gaming and movies the 990 pro is just perfect. Bass is not too heavy. In fact, I can pick up footsteps pretty well in COD. Maybe there are other headphones that are just perfect for that, but it´s not like you can´t do that with the 990 pro. You can soundwhore and it works just fine.

 

I had the AX720 as well and didn´t like it at all. So from what I think it would be a big step up, or at least it was for me.


Edited by l00l - 6/9/12 at 12:53am
post #5630 of 37467
Thread Starter 
The AX720 is nowhere near on the same league as the DT990. They are however worth considering for newbies because they come paired up with a Dolby Headphone amp like the Mixamp, and aren't bad as a headset. You can buy the AX720 and keep the headset as a backup while using the box for better headphones.

The DT990 Pro's bass is very strong, but its not a smothering bass like say the DT770 Pro 80. Its just really strong. Aggressive is one way to put the DT990 Pros. They do soundwhore well enough, but the Premium is better for all purpose use, IMHO. The bass is strong but not Pro level aggressive.
post #5631 of 37467

Since I never tested the 990 premium myself I assume you are right. Question is however if you are willing to pay like $ 80 more compared to the pro. I certainly was not. 

 

Can I also use my Fiio E6 with the mixamp pro, for the EQ? 

post #5632 of 37467
Thread Starter 
The E6's bass boost will be a factor, though if you're using the DT990 Pro, I don't think you will want that....at all. The 990 Pro doesn't need more bass. The E17 is the only Fiio Amp with actual EQ qualities, like bass or treble reduction...

Due to a certain event, I've moved the E9 to the main setup temporarily to compare against the NFB5. I must say, the E9 really does pair up damn well with the Q701. It's been awhile, but yeah. The E9 is a hell of an amp for the Q701 for a measly $100.
Edited by Mad Lust Envy - 6/9/12 at 3:40am
post #5633 of 37467
Quote:
Originally Posted by Mad Lust Envy View Post

The E6's bass boost will be a factor, though if you're using the DT990 Pro, I don't think you will want that....at all. The 990 Pro doesn't need more bass. The E17 is the only Fiio Amp with actual EQ qualities, like bass or treble reduction...

In fact I use the blue light on the E6 (that´s sort of the middle between bass heavy (red) and bass light (purple)) to get the treble down a bit. But I agree, the 990 pro don´t need more bass.

So the E17 provides a full EQ function where I can reduce the treble? Would the 990 pro benefit from that?

post #5634 of 37467
Thread Starter 
Absolutely. The treble is the ONLY downside of the DT990's sound. Reduce it a bit, and the DT990 will be one HELL of a headphone. In the case of the Pros, I'd reduce both bass and treble.
Edited by Mad Lust Envy - 6/9/12 at 6:57am
post #5635 of 37467
Sorry biggrin.gif DT 990 Premium 250 ohm. I wonder how the box from the ax720s will drive it?
post #5636 of 37467
Thread Starter 
If not using a mic, you should be good.
post #5637 of 37467
Quote:
Originally Posted by Mad Lust Envy View Post

Absolutely. The treble is the ONLY downside of the DT990's sound. Reduce it a bit, and the DT990 will be one HELL of a headphone. In the case of the Pros, I'd reduce both bass and treble.

And how do you do that? Fiio E17?

post #5638 of 37467
Thread Starter 
I don't own one, but the E17 would be one such a device. But that's quite an expensive amp/dac just for the purpose of EQ-ing.
post #5639 of 37467
Quote:
Originally Posted by Mad Lust Envy View Post

I don't own one, but the E17 would be one such a device. But that's quite an expensive amp/dac just for the purpose of EQ-ing.

I wouldn´t use it only for that of course. But it brings me back to my inital question: Can I use the E6 together with the mixamp pro or does this mess up the processed sound the mixamp gives out?

 

But since there isn´t really a big difference between the orignal sound and the sound the E6 gives out with the EQ on the blue light, I think I won´t actually need to EQ the sound that comes out of the mixamp.

post #5640 of 37467
Quote:
Originally Posted by Mad Lust Envy View Post
Though I haven't bought it yet, Corpse Party for the PSP/Vita has Binaural Audio. That's the only game I've seen that openly markets binaural audio.
Virtual surround is 100% possible on any device capable of using headphones with. The problem is companies actually using things like Binaural audio.
It seems that audio is almost never a priority in games. Corpse Party is fairly simplistic, and instead relies on text and your imagination to get a feel for what's happening. The audio is incredibly important, which is why binaural was more than likely used.
Now that I think about it, binaural gaming is largely impossible. Why? Because binaural tech is mostly pre-scripted. Sound effects are placed around specialized microphones and recorded. In games, unless a game screen is static, or is in a scripted event, there's no way to record audio relative to your viewpoint/position in game at all times. That would mean that if for example you're playing an FPS, every single sound effect in the game that doesn't come from your 'character' would have to be recorded infinite times so that there is a sound effect properly placed at ALL times depending on how you move in the game.
I guess this is why binaural gaming is almost non-existent.
So a virtual space with generic sound placement is more logical, like Dolby Headphone. I just wish these gaming devices had it built in.
What do you think, Nameless? I'm speaking in terms of binaural audio as I've come to know it. I dunno about stuff like EAX and how that tech works.

 

There's actually a game out there for gaming handhelds that touts binaural audio? I'm quite surprised.

 

While binaural recordings require the whole dummy head thing (they're recordings, after all), when I talk about binaural surround filters in games, I mean ones that mix the sound with HRTFs in mind so it sounds very much like it was binaurally recorded. For this approach, you actually don't want to record sound effects with a dummy head.

 

This is how technologies like CMSS-3D Headphone and Rapture3D's various headphone HRTF modes handle the 3D positional sound information they get from games (provided they use DirectSound3D or OpenAL); they know where the sounds are, so they apply the HRTF effect to them, and then it plays back like the sound was recorded in that position relative to a binaural dummy head with that particular HRTF. (Were the sound originally recorded with a dummy head, it would have been effectively processed twice!) Does that make sense?

 

The way things currently work is that the game engine knows where each sound is positioned in 3D space, so it just has to have those sounds mixed properly before being output. The thing that set DirectSound3D and OpenAL apart for PC games is that they just passed the 3D positional sound data to the primary audio device and let its drivers decide how to mix those sounds; thus, while the game developers may not have necessarily designed their games with binaural audio in mind, it became possible to play them with binaural sound regardless if the sound device could mix them that way. Even back then in the late 1990s, they were being mixed binaurally/with HRTFs by default if you had an Aureal Vortex-based sound card. All the game developers had to do was use one of those 3D sound APIs, and the sound cards would take care of the rest.

 

However, with software mixers like the one in FMOD Ex, it's already mixed in that part of the game engine before it hits the sound device, so the mixing options are pretty much limited to whatever the middleware version used in the game supports. Part of the problem is that the more popular ones like FMOD Ex still don't have a binaural mixing option, just mixing options for various speaker configurations. I'm guessing the game developers don't seem to notice or care, just so long as they can claim 5.1 speaker support and don't have to deal with Creative.

 

If those middleware solutions were to support binaural mixing, though, then you wouldn't even need a sound card or an Astro Mixamp or anything like that to get surround sound out of headphones, and you wouldn't be limited to 7.1 speakers' worth of positioning, either. Just enable it in-game, and you'd be good to go. It would also work on all platforms, PC and console alike. How neat would that be?

 

Oh, and as for EAX, that's just reverb/chorus/occlusion/etc. processing to make it sound like you're in the actual game environment. The actual 3D sound positioning is a function of how the DirectSound3D and OpenAL APIs work in general. However, a game that uses EAX needs one of those APIs to have access to the sound card DSP anyway, so it's a good indicator of whether or not the possibility to get true 3D sound even exists in a game.


Edited by NamelessPFG - 6/9/12 at 2:19pm
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