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You are a skilled headphone DIY'er. I have cash. Let us help each other. - Page 2

post #16 of 24

indeed they would be quite cost and power efficient as well as great in the sound department, they also have decent imaging capabilities making them effective for game immersion (which is what the oculus is trying to provide).

post #17 of 24

I finally put up my post about the headphones I'm chopping up, so I can get back to this.  I think there is a good chance the oculus is going to be a big thing in gaming, so I though I'd post what little I looked at.  There are a lot of ski goggle attachments, as has been posted already (like this: http://i.ebayimg.com/t/Von-Zipper-Dojo-Goggles-Skullcandy-Skullcrusher-Headphones-ski-snow-NEW-160-/00/s/NDM2WDQ0Nw==/$%28KGrHqQOKjoE6WIlI-w,BOv1Sm4Mgw~~60_35.JPG ).

 

If you want something that is more part of the package, you could use one of the headband camera mounts (like: http://cms.arscolor.com/storage/sito155/basetta.jpg ), and attach a simple hing with some mechanical resistance; tight enough to stay where you set it.  Then throw on the ksc-75 at the other end of the hinge.  Just have the mount clip in front of the ear so the hing holds the driver against the ear at a more natural angle.  That's about as simple an answer as I can come up with.  Anyhow, good luck with the oculus.

post #18 of 24

One side of this to consider is that audio is a large part of the VR experience and many on head-fi are serious (aka picky :D) when it comes to their headphones.

 

I personally would prefer if the Oculus didn't integrate headphones into the headset. That would let me use the Oculus while continuing to listen with my newest headphones or headphone amp. With the Oculus display, changes are obviously improvements or not. With headphones and audio, there is no one-size-fits-all and everyone wants something different. Some want the soundstage of an open back headphone. Others need the isolation of in ear. Plenty of people judge headphones by how much bass they have while some value accuracy. 

 

The only way I see of pleasing everyone is to let each person choice for him or her self. 

 

If you were considering this strap to be an optional accessory than please ignore this post! 

post #19 of 24
Quote:
Originally Posted by grogthegreat View Post
 

One side of this to consider is that audio is a large part of the VR experience and many on head-fi are serious (aka picky :D) when it comes to their headphones.

 

I personally would prefer if the Oculus didn't integrate headphones into the headset. That would let me use the Oculus while continuing to listen with my newest headphones or headphone amp. With the Oculus display, changes are obviously improvements or not. With headphones and audio, there is no one-size-fits-all and everyone wants something different. Some want the soundstage of an open back headphone. Others need the isolation of in ear. Plenty of people judge headphones by how much bass they have while some value accuracy. 

 

The only way I see of pleasing everyone is to let each person choice for him or her self. 

 

If you were considering this strap to be an optional accessory than please ignore this post! 

 

 

On the other hand mostly people on head-fi are serious about audio, others will simply continue to use some cheap headphones and would not be really be able get full presence without decent audio? So its a good idea to have a decent quality headphone on the rift itself. However I will suggest it to be detachable or something so even more serious audio enthusiasts can use their own headphones if they choose to.

post #20 of 24

Posting in a legendary thread.

post #21 of 24

Couldn't resist doing the same.  Historical.

post #22 of 24

I saw a project awhile back that had a series of small speakers around the shoulder area to facilitate positional audio in VR. What about using a series of small speakers around the strap in order to simulate positional audio and maybe somehow directing the sound downwards towards the user's ear?

post #23 of 24
Quote:
Originally Posted by grogthegreat View Post
 

One side of this to consider is that audio is a large part of the VR experience and many on head-fi are serious (aka picky :D) when it comes to their headphones.

 

I personally would prefer if the Oculus didn't integrate headphones into the headset. That would let me use the Oculus while continuing to listen with my newest headphones or headphone amp. With the Oculus display, changes are obviously improvements or not. With headphones and audio, there is no one-size-fits-all and everyone wants something different. Some want the soundstage of an open back headphone. Others need the isolation of in ear. Plenty of people judge headphones by how much bass they have while some value accuracy. 

 

The only way I see of pleasing everyone is to let each person choice for him or her self. 

 

If you were considering this strap to be an optional accessory than please ignore this post! 


I agree with this. Palmer, it may be more beneficial to spend R&D time figuring out how to make the rift/head-strap integrate and be comfortable  with 3rd party headphones. Perhaps you could use a thinner and lighter material for the strap so over-ear headphones seal properly. Or design the straps to hug higher up the head, away from the ear.

post #24 of 24

Looks like Palmer got the latest Oculus prototype to have optional on-ear transducers, and that it is quite good despite its modest appearance:

 

 

Looks a bit like Koss KSC35 drivers, or SportaPro drivers; but not identical.

 

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