obobskivich
Headphoneus Supremus
The hostile response is your interpretation, not my intention.
And I'm not here to debate what electronics the Teac is using as it's beyond my field of expertise. I simply replied with what I thought was pertinent info pertaining to the discussion here. Had I known I was going to get into an electronics debate I would have done my homework before posting :bigsmile_face:
At any rate the "hostility" is perceived, not real
Peace
Fair enough - we're good mate.
source games can use directsound3d with console commands. snd_legacy_surround in combination with a surround sound setting. You would need alchemy or asus gx to get this to work properly, though I'm not sure what advantages there would really be. One assumes hardware acceleration would be superior somehow.
To quote a great Ryan Reynolds bit - "but...WHY?"
[VIDEO]https://www.youtube.com/watch?v=PEZWYXPvmS8[/VIDEO]
Source games have touted their software audio since Half-Life 2 came out, and it works very well. Why force it into a legacy mode that isn't supported without shims in newer versions of Windows? Hardware acceleration was only ever a "thing" because of limited computational resources in older machines - in a way its similar to wanting an old MPEG card in your shiny new machine; its anachronistic.
I read the last 3-4 pages of this thread but I'm confused now. Looking at some other threads, I read that low impedance headphones could be a problem with the SB-Z because I would have to put the volume at like 5% and wouldn't be able to find quite a good volume since 6% would be too loud already (this is an example). Is that fixed (with some settings in the software) or I still need to be careful on what headphones to use?
I currently have bad HyperX Cloud headset that I plan to upgrade either for some cheap M50x or some expansive MMX300 cans (I will see with my budget this summer) but could have a good deal on a SB-Z right now and just want to make sure I won't have any problem. Is that (usually) a good bang for the buck for a non-audiophile gamer?
Also I currently have a E10k but I really want an internal sound card for many reasons, should I expect any improvement (over time with better cans)?
Thank you!
No it won't damage anything, as multiple people have said. To add to the list of "low impedance stuff" that I've plugged into Recon3D and ZxR, go view my profile (everything in there that can be plugged into either of those cards, has been) - there's no problem. Now you won't be running at 100% volume, but either way you'll have usable volume control range even with very sensitive, low impedance cans (like the AT ESW9).
Have you actually heard the ATH M50/X?
Anyway it really comes down to what one is looking for in music, gaming, or both. Example - since I don't do multiplayer gaming I don't need headphones with a built in mic so any headphone in that category wouldn't interest me. Also since I prioritize my headphones towards music more so than gaming that also influences my headphone decision. That said, I found the M50's to be very good for gaming since they also do an excellent job of blocking out outside noise. However, I found that the Sennheiser HD700's to be even better because of their wide soundstage and airy sound. This makes the game's environment sound more open and in-depth. They also pick up the smallest detail in sound which allows you to easily hear enemies creeping up behind you. And yes, they can also drop the bass notes for that explosive sound. That said, the HD700's are $500+, where the ATH M50's are currently less than $120 bucks.
And yes, either of these phones can be plugged directly into the SB-Z/ZXR without issue of fear of damage.
To me, the best bang for the buck is what your ear wants to hear and enjoy - whether a $50 pair of headphones or a $1000 dollar pair.
My two cents.
I haven't heard the Kingston, but I've heard the original M50. I think they're over-hyped. They aren't bad or anything, but I think they're too often built into a giant; years ago when the AKG K701 were FOTM a poster made a comment along the lines of "these are often the first high-end headphone many listeners experience, and they get built into a giant because they sound great next to cheap junk; after folks have heard other high end cans, do they come back to the K701? That's more telling"
And that's largely how I feel about the M50. There's nothing wrong at all if you like them, and there's nothing wrong at all with recommending them or anything of that sort, but I personally think they're over-hyped - they're boomy, clampy, have a narrow soundstage, and can sound congested and bloated with some material. Even in their price range there are other headphones I would personally prefer, but that's what it ultimately comes down to at this level of performance (and that extends all the way up to "exotic" headphones, like their big brothers, the ATH-W5000): what do you personally prefer?
IME gaming headsets are usually of inferior build and sound quality, but I don't know if that's changed in recent years - "cheap headphones" certainly have improved in the last ten years, so why couldn't headsets have improved as well?
In short, you're worrying about nothing as most headphones fall into the 30 something Ohm range, including the Audio Technical ATH M50's, which is 36 Ohms. And depending who you ask "normal" can be somewhere between 16-100 or 200 and below... Wiki - Headphones (Impedance)
BTW most (though not always true) "audiophile" headphones tend to fall into the high impedance range. Though the Sennheiser HD700's ($500+) are not necessarily "high impedance" they are in the 150 Ohm range. Contrast that with Audio Technica's ATH R70x ($349) which come in at a whopping 470 Ohms.
Again, you're worrying about nothing.
Peace
The ZxR had gain issues with my 12 ohm Sonys; it certainly played them but I had to run the gain/volume up significantly higher (and I would assume the card itself was probably getting warmer). That isn't all that surprising though - 32 ohms is usually bottom-end in most devices' specs, some will say 16 ohms, and lower than 16 ohms is usually a gamble, especially if you aren't at >110dB/mW (which my Sonys aren't).
Something else to point out on higher end headphones (and this is true of studio cans, "audiophile" cans, and even things like the Beats Pro (whatever genre you put those into): they can generally take A LOT of power before they blow up. Like 1-2W (that's 1000-2000mW). Your ears will go pop way before the headphones will, in that case.
People here still say they don't have problems with the Z... so I guess it's fine.
Also... this:
That makes me a little nervous. Is there anything better that I could get in Canada under the 200$ pricetag? What does it mean exactly? I have a Core i7-3820 so it's not like if I was lacking any CPU ressources, but I would obviously prefer the audio processing being handled by the hardware...
There is no "hardware audio processing" since Windows Vista. There are shims that can provide legacy compatibility for DirectSound3D H/W (which is NOT the same as "all" DirectSound - only some games ever used it), but that's for old games. New stuff is all software top-to-bottom, because that's the modern paradigm. There is nothing at all wrong about this either - modern CPUs are more than up to the task. You also have to remember, every Sound Blaster DSP had some pretty significant quirks in how it handled audio (Creative has been incredibly tight-lipped on SoundCore, which leads to various theories that its just a codec, or that it is in fact a DSP, but if it were a DSP - what is it actually doing?), and also generally introduced another layer of compatibility and stability concerns into a system (like every hardware audio solution that came before them also did). Software solutions, if done right (and most games these days just buy a commercial solution that has undergone significant testing and compatibility assurance, like Xaudio, WWise, or Miles), can be "theoretically perfect" and the point of loss is downstream (e.g. the actual playback hardware) - just like with digital music playback.
This is probably relevant:
http://satsun.org/audio/
Well, that's false about the Sound Core3D. The CPU/APU or whatever you want to call, the Sound Core3D chip that is, itself handles all the processing, in HARDWARE, obviously.
The only things lost compared to the X-Fi series is the hardware support for EAX HD, EAX 5.0, whatever it's called, and X-RAM. But considering those haven't been used since before the PCI-e versions of the X-Fi were launched, it's not such a loss.
Creative has never openly disclosed what the SoundCore does or does not do. Some speculate that it performs "hardware audio" but that leaves us asking "to what extent." Conversely, it could just be a codec, which handles audio I/O, but isn't doing DSP calculations - that would make more sense in a post-Vista world, especially since Creative has abandoned any sort of hardware audio API (they dumped OpenAL a few years ago).
The SoundCore does support EAX5 through ALchemy, although only a very few games ever implemented EAX5 (it came out right before Vista, and EAX was depreciated with Vista and the removal of DS3DHW) - Battlefield 2142 is one of them, and there's like 3 or 4 others; they're all old though (like ten years or more at this point). It does not have X-RAM, but X-RAM is not a software feature - its just a marketing brand for X-Fi's on-board DRAM buffer. Nothing has to be coded specifically to "use" X-RAM, because its handled by the drivers. Whether or not it ever provided a significant performance increase is of dubious merit.
"EAX HD" or "EAX Advanced HD" were alternative branding names for EAX 3 and 4, which came out with the Audigy series. Not a lot of games use either of them, but there are more titles there than EAX5. Note that EAX is not itself an API, its an API extension library for DS3D - ALchemy is able to support both EAX and DS3D, while non-Creative shims generally only support through EAX2 (and this has existed since before the Vista switch; a lot of C-Media designs, for example, will support EAX1/2), which was used by significantly more games.
Wikipedia has a list:
https://en.wikipedia.org/wiki/List_of_games_with_EAX_support
It looks like the total count for EAX5 is:
Battlefield 2142
Mass Effect
BioShock
Killing Floor 2
and with patches/config hacks:
Unreal Tournament 2004
Quake 4
Largely its a deprecated feature, and supporting it is primarily only of interest for running old games. Given the direction Microsoft has gone with newer operating systems, support for other DirectX API features (e.g. DirectDraw, DirectShow, DDI5-7, etc), along with NTVDM, have been removed incrementally (and this isn't "evil" - a lot of these things are ancient and nothing has used them in years), and newer versions of Windows will themselves run into compatibility problems far beyond not supporting DS3DHW, so if you're really after old games, an older version of Windows and older hardware (with older drivers) may be a worthwhile consideration. This is especially true if you're after games that primarily run (or expect to run) in a DOS or Win9x environment, and rely on vendor-specific APIs or libraries connected to vendor-specific h/w acceleration (and Creative has a place in this). If you're playing newer games (especially since ~2006), this is probably a side of computing or gaming you'll never see, and things should "just work" in many cases.
Oh and my usage of the ZXR card and the ACM module I experienced NO signal degradation at all. That said I no longer use the module as I have a DAC for my headphone amp. I also don't need a mic as I don't do multiplayer gaming. I'm a huge gamer, I just don't do multiplayer. That said, if I did need it, I'd have no problems using it again.
The ACM was measured some pages back, and shown not to cause any significant/appreciable difference in signal quality.