raband
500+ Head-Fier
but explains why my excitement has gone down just a bit
You mean you're only posting 5 times a day, not 30?
but explains why my excitement has gone down just a bit
I mean technically there could be more of a delay, and I guess I was wrong saying lag would be that. However, at the very least, it samples position 1000 times per second. Whether there is a delay transmitting that information to the computer and processing it, I dont know. I would image if it was noticeable though it would totally ruin the immersion, so I bet its not noticeable.
Again though, I just dont see how that has anything to do with the monitor refresh rate. I mean obviously the goal would be for all lag to be reduced to 0 or imperceptible levels. But monitor refresh and head tracking are totally separate since changing the view on the monitor doesnt affect the head tracking, and the head tracking doesnt change whats on screen.
Mobius is self contained and all processing is done on the headphone, so the head tracking information need not be sent to the computer. This was one of our primary requirements to avoid any form of lag for gaming applications. When we say the head tracking information is sampled 1000 times a second, that is exactly what you can expect and any lag introduced by processing is close to negligible. Waves Nx algorithms for head tracking and 3D emulation were designed to be of very low latency and the processing does not introduce any perceptible delay.I mean technically there could be more of a delay, and I guess I was wrong saying lag would be that. However, at the very least, it samples position 1000 times per second. Whether there is a delay transmitting that information to the computer and processing it, I dont know. I would image if it was noticeable though it would totally ruin the immersion, so I bet its not noticeable.
Mobius is self contained and all processing is done on the headphone, so the head tracking information need not be sent to the computer. This was one of our primary requirements to avoid any form of lag for gaming applications. When we say the head tracking information is sampled 1000 times a second, that is exactly what you can expect and any lag introduced by processing is close to negligible. Waves Nx algorithms for head tracking and 3D emulation were designed to be of very low latency and the processing does not introduce any perceptible delay.
the more master Yoda explained mobius, the more i am drooling on it.Mobius is self contained and all processing is done on the headphone, so the head tracking information need not be sent to the computer. This was one of our primary requirements to avoid any form of lag for gaming applications. When we say the head tracking information is sampled 1000 times a second, that is exactly what you can expect and any lag introduced by processing is close to negligible. Waves Nx algorithms for head tracking and 3D emulation were designed to be of very low latency and the processing does not introduce any perceptible delay.
Mobius is self contained and all processing is done on the headphone, so the head tracking information need not be sent to the computer. This was one of our primary requirements to avoid any form of lag for gaming applications. When we say the head tracking information is sampled 1000 times a second, that is exactly what you can expect and any lag introduced by processing is close to negligible. Waves Nx algorithms for head tracking and 3D emulation were designed to be of very low latency and the processing does not introduce any perceptible delay.
Will there be drift like with VR headsets that don't have outside tracking sensors? On those devices you have to re-center from time to time.
Mobius is self contained and all processing is done on the headphone, so the head tracking information need not be sent to the computer. This was one of our primary requirements to avoid any form of lag for gaming applications. When we say the head tracking information is sampled 1000 times a second, that is exactly what you can expect and any lag introduced by processing is close to negligible. Waves Nx algorithms for head tracking and 3D emulation were designed to be of very low latency and the processing does not introduce any perceptible delay.
@KMann @Audeze I asked a similar question awhile back but recieved no response. You mention very low latency in your previous post. Could you share how many milliseconds the audio delay, if any, would be using the aux(3.5mm) connection? I ask for specifics because analog music creation requires pretty tight timing. e.g. the delay between picking a note on electric guitar and hearing the initial attack of the note. I would like to use these for plugging straight into a guitar amp and other instuments headphone out, and use a motu audio interface as well. With the computers interface's latecy for multitracking, plus other vst's, it all tends to add up so a specific number(0ms?) for the headphones alone would be most helpful.
Not sure this is the best headphone to use for live instrument studio monitoring. You need a line level out to properly drive this headset via 3.5mm analog, which is just less common in those monitoring situations. Whereas I would definitely use the Mobius for multi-channel mixing/mastering, but that would be a digital out anyways. This is mainly a consumer product with a side benefit of multi-channel producers.
@Everyone
Let the product get released before trying to dissect it.
80% of your questions will be answered once it's in the wild.
19% of your questions are stupid and shouldn't have been asked in the first place.
1% of your questions are valid, but have been drowned out by the other 99%
After a week of the product being released and your question hasn't been answered then you can ask yourself - "was the query valid, or am I stupid?"
Ask the question then and find out.
Same here. I think it's lame that they met their goal early, yet they are still late on the shipping.Come on Audeze. Send out those tracking numbers!!! Hopefully I'm in the first wave. I was the $250 tier.