Mad Lust Envy's Headphone Gaming Guide: (8/18/2022: iFi GO Blu Review Added)
Mar 20, 2021 at 11:52 AM Post #46,486 of 48,562
do mid range frequencies(mids) factor into gaming audio? if yes, how much so? if yes, in what way other than dialogue, and possibly music? do they also factor into atmosphere? if yes, which elements of the atmosphere are effected and or noticeably improved upon by having this frequency more present compared to a V shaped sound?

on another topic. the PS5 has 3D audio, not sure if they have patched it in yet. Not sure if it still depends on whether or not the game supports it regardless if it's there or not.

Is 3D audio basically vss? Would 3D audio replace the need for any external mixamps?

has anyone tried the audeze mobius or the hyperx orbits? please tell me how well they fair in the gaming world, especially compared to non gaming headphones
 
Mar 20, 2021 at 1:21 PM Post #46,488 of 48,562
Barring any unforeseen circumstances, my 8XX review will be going up no later than tomorrow. I'm done, just need a few last minute details to work out.
 
Mar 20, 2021 at 1:27 PM Post #46,489 of 48,562
has anyone tried the audeze mobius or the hyperx orbits? please tell me how well they fair in the gaming world, especially compared to non gaming headphones
I use the orbits time to time. Reason I wanted this in my collection is the closed back 3D experience. What I appreciate about these are how fun they are. I’m a competitive gamer, so i use my schiit hel + pc37x for soundstage and imaging for accuracy. The orbits are planars, so they have bass making it more immersive and great for music. Pros and cons come with everything. 1 pro is you get a few eq settings in the software. Con being that it’s not the best imaging, if any. Bass is a double edged sword if you ask me. It can be fatiguing. I got them mainly because I needed something closed back to not bother my wife as she sleeps next to my desk. Overall I would recommend if you’re going for more fun.
 
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Mar 20, 2021 at 1:31 PM Post #46,490 of 48,562
I use the orbits time to time. Reason I wanted this in my collection is the closed back 3D experience. What I appreciate about these are how fun they are. I’m a competitive gamer, so i use my schiit hel + pc37x for soundstage and imaging for accuracy. The orbits are planars, so they have bass making it more immersive. Pros and cons come with everything. 1 pro is you get a few eq settings in the software. Con being pin point accuracy, if any. Bass is a double edged sword if you ask me. It can be fatiguing. I got them mainly because I needed something closed back to not bother my wife as she sleeps next to my desk. Overall I would recommend if you’re going for more fun.
comfort?
 
Mar 20, 2021 at 2:13 PM Post #46,493 of 48,562
Dekoni Audio Blue for gaming, anyone?
Also intrigued

Edit: refine the question - which T50RP mod is the best for gaming? I'm kinda leaning toward the Argons but what do you think?
 
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Mar 20, 2021 at 4:00 PM Post #46,494 of 48,562
Guys I couldn't find the time to record, so I'm just going to post the review without the video examples. I'll try and get that done soon. Just won't be today. Anyways, here's the Redscape Audio review!

You'll also find it below the 1st post of the guide, on the 3rd post HERE, where I have the virtual surround devices reviews, etc. A lot of people don't notice that post is the second part of my guide, so I have to mention it every once in awhile.


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Redscape Audio


$40 (software), $140 (software with headtracker unit)
Where To Buy: Redscape Audio

Disclaimer: A special thanks to Ryan Redetzke at Redscape Audio for sending the Redscape headtracking unit as well as the software for review. As always, whether products are sent to me or not, I do my best in being 100% honest with my views and opinions. If I don't like a product, I will refuse to write a review of it, or at the very least mention what I don't like about them, though I like to focus on products that people would like or at the very least are interested in. The only bias I have is to my readers and making sure they know about good products.


Intro

The story here begins by mere circumstance. I was on Discord with a good audiophile friend of mine @Evshrug, and as we were discussing virtual surround (among other audio related things), He mentioned Redscape audio, and my ears immediately perked up. I just had to find out what it was about, so I reached out to Ryan Redetzke at Redscape. Ryan was immediately open to my inquiries and offered to send out the unit and software for me to play with. I have to admit, I was mainly interested in the software, particularly to see how it fared against other virtual surround dsps. Yet I couldn't say no to testing out a cool gadget like the headtracker. As I was already accustomed to headtracking via the Audeze Mobius, I had a general idea on what to expect, though without the limitation of being stuck to one headset, the Redscape headtracker makes for the more intriguing device, as you can use it with any headphone or headset you'd like.

Now, as far as the PC platform goes, we are certainly spoiled with various options for virtual surround. Redscape would have to stand out in some significant ways in order to garner any real attention and have any chance to make any sort of real impact. Pairing up the software with headtracking is certainly one way to do so. The only other headtrackers I can immediately think of are the one on the previously mentioned Audeze Mobius, which brought the technology to a wider market compared to the next two which are priced quite a bit higher than I'd consider to be consumer friendly: The headtracker on the Beyerdynamic Headzone (which I previously owned without the headtracking portion), and the Smyth Realizer. These may be considered the ultimate solutions, but it does not mean that something as affordable as the Redscape headtracker will leave you wanting.

My time with the Redscape software and headtracker has been an incredibly positive one, with good reasons. Bigger companies could stand to learn from someone like Ryan (as he is essentially Redscape Audio in its entirety). He not only managed to make such a great, simple, easy to understand software, but paired it up with a device that accommodates the user in various ways. I've spoiled some things already, so let me get started with the unit itself.



What's In the Box



The small cardboard box comes with all the essentials. You get the physical headtracking unit, with a very long (I assume 9 foot) permanently affixed USB-A cable. I think a future revision should have a detachable cable instead (or be completely wireless), but no big deal. You also get a sort of sleeve where you can insert the headtracking cable and headphone cable together, which can then be zipped up, so as to stay out of the way. You also get a bundle of two different sized clear bands, a bundle of metal band holders(?), and an extra headband strap, in case the one attached to the device is too big for your headphones.



The device itself is quite small and lightweight, where I feel most of the unit weight is on the cable itself. The bottom of the unit has an anti-scuff foam pad, and the rubber strap itself is easy to remove and replace. Overall, it's not a very...blingy device, which as something being attached to a headband, you wouldn't want it to be. The less it brings attention to itself, the better.



Unit Install

Installing the headtracker onto a headphone is relatively simple, though far from discreet. The cable will have to run down one side, and while you don't need to use anything but the unit itself to attach to the headphone (by wrapping the rubber strap around the headband), you'll likely want to use the silicone bands, metal pieces, and cable sleeve to attempt to keep the cable out of the way, and as unobtrusive as possible. This makes the unit a little more than unwieldy in terms of flexibilty in being able to be used with multiple headphones. If you don't mind the cable being loose along the headband and down the cup, the install and removal of the unit is incredibly easy. Up to you, really. Opt for the more permanent and less install friendly method of cable management, or let it all hang free for easy install/removal.

I personally installed it on an Audeze LCD-1 for a brief period, but felt the padding on the LCD-1 would get damaged after prolonged use, so I moved it to the Sennheiser 6XX.



The 6XX's headband padding seems better suited for the headtracker, so I decided to leave it on for the rest of the testing period.



Software


The software is where most of the magic happens, and what I'll be spending most of my time talking about. The Redscape software is simple, yet elegant, and snappy. It gets down to business, without wasting resources or extra unnecessary screens. I mentioned this earlier, and I'll say it again, this is a class leading example on how to do software. I don't understand why companies much, much bigger than Redscape can't ever manage to get software right. Yet one guy, in all his wisdom, gave us such a painless, easy interface that does everything necessary, without all the headaches. Bravo.


Main Window:

Upon opening from Redscape, you're greeted with the main software window.



From top to bottom, left to right, we start with:

Toggle Power button - This turns the headtracking on/off. It also toggles the virtual surround on/off.


Show Head Tracker Window - Clicking on this, opens up a window with a image of a dummy head and the direction it is currently facing (while headtracker is ON). The head will move along with your head movements in real time, without delay. The top left has a shortcut for the settings menu.



Center Audio - Back at the main software screen, the next button is the Center Audio button, which will center the headtracker. Very useful if you find that the headtracker has drifted out of position.


Equalizer - Clicking on the EQ graphic opens up the Equalizer window which has got to be the most dense and complete add on EQ I've ever seen on a program not focused on EQ.



The sheer granularity and options to tune the sound to your liking is...insane. While I may not be into EQ in general, if you are, there's quite a lot to take in and adjust here. To start with, the main graph allows you to adjust the amplitude. Below, you can choose between 10 frequency points, choosing between peak, low shelf, high shelf, high pass, low pass, and having 10 different gain points, as well as 10 different 'Q' knobs (which I have no clue what they do). I'm certain EQ heads have plenty of here to mess with and enjoy. On the top left you can enable/disable the EQ, load, save, and reset your own EQ presets.


Change Mode - Back at the main window, the last option after EQ is the 'Change Mode' toggle. Here you can select between Game, Movie, and Music, which are presets that adjust the Room and Volume knobs below. Personally, I think it's best left to user choice adjust the knobs which I'll touch up on below.


Input - Below the previously mentioned toggles is the Input levels which will rise and fall depending on which channel is currently outputting sound. You get levels for Left, Right, Low Field (sub), Left Side, Right Side, Left Back, Right Back. I love this in particular, because it lets me know whether a source is actually surround enabled or plain stereo. There are certain games I play which are stereo only. With this, I'll know, so I can select to play them in regular stereo.


Room - This knob adjust the 'Room size', in terms of its virtual surround dsp. This setting alone makes Redscape audio's software worth it over its competition. On PC, Dolby Atmos, Windows Sonic, DTS Headphone X, Waves NX, and other competition lack any size adjustment, making them far less ideal in optimizing the virtual surround to your own prefernces. You may get some presets, but none with any fine adjustment like the Redscape software. Unlike the Audeze Mobius which allows for virtual surround room size adjustment for Waves NX, the Waves NX software alone does not have a similar adjustment.


Volume - Self explanatory. This adjusts software volume. There is an issue here in that the volume can go past clipping point, so from my own experience, I suggest setting volume to the notch at 2 o'clock, and not going past that. Here is Ryan's response to my questions on this:

"Max volume in Redscape does push past Windows volume, which will result in clipping. Since the processing simulates room reflections, and also allows up to 7.1 channels of input, the output to 2 channels can be much louder than what a single channel of the input can be. Basically, the ideal volume depends on what is being input and where the Room knob is set to - I typically just leave the Volume knob at default and don't experience any clipping. You can right click on any of the controls to return them to their default positions."

As he stated, turning on surround does reduce volume output, so if you find yourself needing more volume, you can mess with it here, just be wary of the potential to clip. Personally, having an amp with plenty of headroom will make this a non-issue. Just don't forget that turning off the virtual surround will go back to unprocessed 2 channel, which is noticeably louder, so prepare beforehand by lowering amp volume.


Output - This displays the output levels of the left and right channels. Remember that 7.1 is being downmixed to virtual surround stereo for your headphones, so this just shows which side is currently outputting anything.



Settings:



On the top right of the main window is the cog wheel which opens the settings window. The settings window is packed full of important options, so you'll want to make sure all of this is set properly.


Audio I/O - Here can select your Input/Output, which is between Wasapi and Asio. I've personally left it at Wasapi, and have had no issues with it. Your input device will likely be named Redscape Virtual Audio Device, and your Output will be whatever source you want the software to affect. For example, if I set the output to the Schiit Hel, once I select Redscape Audio as my sound device in the Windows sound panel, the Schiit Hel will be affected by Redscape. Bear in mind that setting windows to the Schiit Hel itself WON'T be affected. You MUST select Redscape as the main audio device.

Below your output device are 3 cogs which open 3 different settings:
  • Output Format - choose between exclusive or shared. Exclusive has lower latency, but until you change the output device or go back to Shared output, if you try and set your main window sound device as say Schiit Hel, you won't hear anything (under Exclusive). Shared is fine in terms of latency, but if you really want the few frames less latency, just set it to Exclusive, and when you wanna use the device without Redscape, change the output device in Redscape to something else not in use, and select the device you want to use in the windows sound control panel. That's how I do it.

  • Latency - Here you can set the requested latency as low as 10ms under Exclusive, 22ms under Shared. Per Ryan: "With WASAPI, you are requesting to use a certain audio buffer size. Your driver may not allow that size, so it is picking the size closest to what you're asking. In this case, 22ms."

  • Buffer - Here you can set the output buffer size, which is 15ms at lowest under Exclusive, 33ms under Shared. Keep this as low as possible unless you get stuttering or audio drop outs.


Head Tracker
  • Status - Lets you know whether the device is connected.

  • Version - Which current update you're on.

  • Tracker Orientation - You can choose between cable right and cable left. Obviously very useful, because it depends on how you mounted the device to your headphones. You definitely want to make sure this setting is corrected.

  • Auto-Center - This slider changes the amount of time it takes for the headtracker to auto-center. Right clicking sets it back to its default value. Per Ryan, it only attempts to auto-center when you are within 30 degrees of the center.


Options - Most of these are self explanatory. Options to Swap Rear/Side Surrounds, Surround Channels -3DB in downmix, Show Tooltips, Always Show in Taskbar, and Toggle EQ When Power Is Toggled


Speakers
  • Stereo Spread - defaults at 60 degrees between 10 min and 110 max.

  • Below stereo spread, you can adjust volume levels of each channel.


Anatomy Customization
  • Head Width - affects the timing differences between the ears.

  • Ear Size - can affect perceived height of the sound sources.

I found that leaving these alone suited me best, but personalizing this to taste may be better for others.


Hotkeys - Here you can set hotkey/shortcuts for Center, Power, and the various modes (Game, Movie, Music). I found having a hotkey function for Centering to be the most useful for whenever the headtracking drifted off center.


About - Here you can check for version update, open a help page, email support link, and various copyrights and legal information.


Final Software Impressions:

That's it as far as what's on the Redscape software. Sounds like a lot, but really, it's all well laid out and easy to use. As for as audio-centric software, Redscape Audio is easily top 1 out of all audio software I have personally used. Simple, effective, painless. I honestly couldn't ask for much to be done here. If anything, have room/volume horizontal sliders instead of knobs that you need to click on and drag up or down, which is about the only thing I find odd, though not problematic. Just by looking at the knobs, you would think that you have to drag the mouse clockwise or left to right. This may need an intuitive change. Also, if updated with a slider for these, maybe show percentages for the level as well. One other thing I'd hope for is a toggle for a strict volume limit, so as not to go past clipping point. Other than that, the software passes with flying colors.



Performance

Moving on to how well Redscape Audio works, I'll begin with Redscape with just the software first.

Software:

Among all my favorite PC-centric virtual surround DSPs, Redscape is my favorite to use in terms of software only devices. I prefer it over the pc based solutions:
  • Dolby Atmos
  • DTS Headphone X
  • Windows Sonic
  • Waves NX
  • Razer Surround
  • Boom 3D

This is significantly in part due to the room size adjustment being available in Redscape which can noticeably affect the virtual surround's soundstaging capability, allowing positional cues more space and accuracy. Other virtual surround software-only DSPs are so limited, and most seem to be stuck at small room sizes which hamper their ability to give a convincing emulation of a room full of speakers. Their positional cues for speakers are too restricted and close to the head in comparison. With Redscape's DSP, you can adjust to make the virtual speakers sound nicely separated without excess reverb at most settings. Redscape commands a premium over the others, but I'd say it's well worth it for this alone.

In terms of all virtual surround DSPs, (including those found on external devices that can be used on PCs), I wouldn't say Redscape is my absolute fave, but it is one of the best at maintaining a high amount of fidelity with the least amount of reverb.

To name other virtual surround DSPs I like (available through external devices):
  • Dolby Headphone Room 2
  • Creative SBX at 67-100%
  • Creative SXFI (as tested on the Creative Air headset)
  • Waves NX (on the Audeze Mobius) at about 40% room ambience
  • Sennheiser GSX (on the GSX1000) with one + symbol
  • Beyerdynamic Headzone

I'd say Redscape's closest competition would be Creative SBX and Waves NX in terms of good performance to reverb ratio. I don't have all these to do a true comparison, but I'd say Redscape does fairly well even amongst these DSPs, and I wouldn't feel a pressing need to replace Redscape with any other DSP, even if it's not the very best.

The great thing about Redscape's Room setting is that even at its absolute lowest setting, it's still quite effective at surround emulation. That is more than I can say for many of the others with size adjustment, which I feel the lower settings mostly zap away the potential to emulate surround effectively. Not so with the Redscape DSP.

Even full on at 100% with extra reverb, it's still quite usable. In terms of personal preference, I like my Room setting at about... 4 o'clock, where the max is about 5 o'clock. I feel the vast majority of the room size adjustment has very low reverb, and you don't get a sudden spike in reverb until past 4 on the knob.

Below (soon, hopefully in a day) will be an example video with Redscape off, On at the lowest Room setting, On with half room setting, On with max room setting, and On with my preference of about 4 o'clock room setting. Remember to turn OFF ALL your surround emulation prior to listening to the video, and wear headphones.

****Reserved for video example****

Hopefully you can tell how beneficial and transformative having a virtual surround DSP like Redscape can be, and how you can gain much more spatial awareness compared to basic stereo.


Headtracker:

Now, while my guide is based on headphones for use with gaming first, I do review things based on their own merits, with a section on how they fare for gaming. So with that said, I can spoil things here and tell you that headtracking isn't necessarily a benefit to traditional gaming where you're going to keep your head pointed at the screen. With games, audio cues are relative to your screen point of view rather than your own head's position. So as I said with the Audeze Mobius and its headtracking, I'll say the same with Redscape's headtracking in that it isn't actually beneficial in any real way for gaming.

It adds an extra dimension in immersion, but you have to look at it as say you would your own home theater setup. Your brain as a gamer already knows to associate sound cues relative to your character or avatar's point of view or position on screen.

That doesn't mean the headtracking is useless or not worth the consideration. Nothing brings home the fact that virtual surround is essentially a virtual room full of speakers than the headtracking, which actually helps sell the illusion, by allowing you to rotate around in the room and get a sense of speakers remaining in the appropriate virtual direction you'd expect them to be in. So if you're listening to an audio cue at 2 o'clock, and you make a 180 degree turn, that same audio cue will now come from 8 o'clock instead. It really makes you feel like you're transported into a different world, in terms of audio.

I'd say headtracking benefits non-gaming uses the most, like movies, tv, music, and every other form of media. Anything you're not in control of. Anything where your brain can register, "oh, I'm listening to a home theater setup", without the restriction of the speaker placement never moving around your head space.

With all that said, how well does the headtracker perform? It perform fantastically. It's quite responsive with no noticeable delay between your head movement and audio relative to headtracking position. The only thing I wish for in a future iteration is a low latency wireless headtracker so as not to be tethered by a long cable, and perhaps a much stronger auto center, so it centers if you keep your face on a screen for 5 seconds or so, to combat drift even more.

Drift isn't an issue, but my testing position isn't what you'd consider normal. Whereas most people may be sitting on a traditional computer desk where you have your keyboard in front of you, I mainly sit in the middle of the room with my TV as my PC monitor. When I play games, I don't use keyboard and mouse but a controller instead (yeah, yeah, I can hear all the keyboard and mouse master race jokes incoming). This makes the auto center hotkey harder to get to, as I don't have the keyboard next to me at all times. So with a lot of head movement and laying my headset down, the centering starts to drift. Hence why a very strict auto-center that refreshes even more would be nicer for people like me.

Since the virtual surround is based off 7.1, you can't expect more than horizontal deviation with the headtracking, which is similar to all virtual 7.1 surround processors. It is a limitation of the source, not so much the headtracker or emulation.

Below is an example of gaming with headtracking enabled. I'll keep my character still for some parts, and move my head for others. I will mention each as it happens.

****reserved for video example*****



Personal Recommendations


Media:

Unless you're ok with the idea of listening to two virtualized front speakers, I personally wouldn't go for any virtual surround in terms of music. After all, most music is made with 2 channel in mind, and stereo does 2 channel audio wonderfully. So for music, I'd still say most people will likely favor disabling the surround emulation unless they want a different kind of sound presentation.

For gaming, my recommendation is to enable the virtual surround, but skip the headtracking. As I previously mentioned, most gamers have adapted our brains into understanding audio cues as they relate to the view of the screen or character. Headtracking adds that extra layer that may or may not be detrimental. Personally, headtracking when gaming is fine and not particularly detrimental, but it's not beneficial either. So I'd say, enable virtual surround, and if you want an extra layer of immersion, enable headtracking, though not necessary.

For TV shows, movies, podcasts, concerts, etc, headtracking is a fantastic addition, and always enjoyable. This is the next step in evolving virtual surround to truly emulate a home theater setup, and I'd recommend it to anyone wanting more out of their virtual surround experience.


Practicality:

Dealing with the headtracking unit is relatively simple, but it does take some minor install time, and you're likely going to wanna keep it on the headphone of choice at all times. Constantly attaching/detaching it when not in use is impractical, so if you're going to use the headtracking, I advise to put the device on a headphone you're willing to keep the headtracker affixed to for a long time.



I mainly tested it with the 6XX which has the perfect gap in the headband for the device's band to wrap around. With headphones that have broad headband padding, you'll have to be willing to allow the padding to get squished, or you'll have to mount the device off center.

As far as travel/portability....eh, I'd probably keep it at home. Sure, you could take it to your office, cubicle, library, or whatever place you fancy, you're bound to get looks, and get asked why it looks like you're hooked up to the Matrix, with the multiple cables between your headphone, and headtracker going to your PC/laptop.



Keep it at home. Save yourself the embarrassment.


Who It's For:

Redscape Audio is two parts. One is the software, the other is the headtracker. You can just go software only, or you can do the software and headtracker. I'll start with the software. As with all virtual surround DSPs, as long as you understand that this is not meant to be compared to a headphone's basic stereo performance, and is meant to instead be taken as a sort of bridge between you and a 'virtual' home theater setup, the software will be a fantastic addition to your PC sound enjoyment. Again, do not compare Redscape audio vs your headphone in unprocessed stereo. You wouldn't put a headphone against a room of speakers, so don't do it here with virtual surround. If you just want the same exact headphone experience you're used to with more dimensionality, sorry to break it to you, but that's not how virtual surround DSPs work. Virtual surround isn't for you. You can just stick to basic stereo, while everyone else gains the benefit of having actual 360 horizontal directionality.

The headtracker is for those who want the next layer in emulating life in virtual form. No longer are the virtual speakers limited to the same position based on your head direction. Now the speakers will move around you on a horizontal axis much like real speaker audio placement would when you rotate your head left or right. Height, tilt, and distance based sound adjustment is not yet possible with Redscpae and other similar types of virtual surround DSPs, though I feel there will be a future where it will be possible. Full room headtracking. As long as you understand current headtracking limitations, you'll find it to be an impressively immersive addition to virtual surround. Just not one entirely necessary as far as video gaming goes.



Likes and Dislikes


Likes:
  • Fleshed out software functions and features
  • Software simplicity and intuitiveness
  • Robust and expert level software equalizer
  • Virtual surround sound quality and performance
  • Effective and versatile headtracking unit

Dislikes:
  • Little gaming necessity for headtracking
  • One of the pricier virtual surround softwares
  • Not wireless, meaning dealing with a long cable



Final Impressions

Redscape Audio is a sort of miracle in that it give us a fully functional software that is fantastic and easy to use, provides a great headtracker, and is one of very few softwares available that allow full room size/reverb adjustment. The headtracker may not be essential for gaming, but it makes all other forms of media that much more immersive and enjoyable. Finally, you get an affordable alternative to something like the Audeze Mobius without being limited to just one headphone. Redscape proves itself versatile. If you're on the fence about which virtual surround DSP to use on PC, my immediate recommendation is to look no further. It demands a premium over something like Atmos on PC or DTS-X, but it is drastically more customizable than either. Redscape is the one to get.

Love the review I always tried their little demo on there site and thought it was one of the best at not losing fidelity. Have you ever heard of or tired Spaital Sound Card?
 
Mar 20, 2021 at 4:32 PM Post #46,495 of 48,562
has anyone tried the audeze mobius or the hyperx orbits? please tell me how well they fair in the gaming world, especially compared to non gaming headphones
I have the Mobius since Indigogo launch.
I love them, and never heard better ingame audio/prositioning.

But I'm on my 3rd one and even this one is getting cracks as well. They don't last a year ( I RMA'd the ofc, I didnt buy three ).

So I'm on the lookout for another brand's headband/yokes to replace the Mobius one.

Oher than that I find them the best value for money in terms of ease of use, connectivity, soundquality in a headset (!) and features.

Yes, I'm quite fond of them
 
Mar 21, 2021 at 7:19 AM Post #46,496 of 48,562
Edit: refine the question - which T50RP mod is the best for gaming? I'm kinda leaning toward the Argons but what do you think?
I researched this subject a while ago. My findings were:

A. Argon MK3 is better than Dekoni Blue for fun immersive gaming.
B. NightHawk from Audioquest is a little bit better than Argon MK3 for fun gaming in terms of controlled Bass (does not mask the mids). I own it now.
C. The below list of High-Budget fun gaming headphones are better than all the above:
Sony Z1R
Fostex TH-900
Meze 99 Classics
Sennheiser HD630VB
 
Mar 21, 2021 at 8:46 AM Post #46,497 of 48,562
This is what I could come up with, with the very few days I got to spend with it. This means, expect some...schtuff. I thought about adding and removing stuff, but then I realize I'd never finish, and decided to post as is. Be warned. Trigger warning. :eyes:

As this is pre-release, things ARE subject to change, and so I battled calling this a REVIEW. I feel I got the gist of the 8XX, so I labelled it a review, but you can just call it super lengthy impressions if you want.

I also ran into a post's 100000 character limit, so I can't even add the review to the first post, other than a link to this post. Such is the life of a madman who has 10+ years of reviews in ONE post. Ah well.


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Drop + Sennheiser 8XX

8xx1.jpg
$1100
Where To Buy: Drop

Disclaimer: A special thanks to Drop for 8XX out to me for the quick impressions/review. As always, whether products are sent to me or not, I do my best in being 100% honest with my views and opinions. If I don't like a product, I will refuse to write a review of it, or at the very least mention what I don't like about them, though I like to focus on products that people would like or at the very least are interested in. The only bias I have is to my readers. No one, Drop or otherwise, paid or asked me for anything. They only asked for my honest impressions. That's it.

Note: There are various things I need to discuss in terms of the 8XX and this 'review'.

1. The unit sent is a pre-production unit within the shell of an HD800S, with the driver tuning of the 8XX. So they should effectively feel and sound like the finalized 8XX, outside of aesthetics. This means I can't show you the unit, as it is clearly not indicative of the final release. So no pictures here, other than those done by Drop themselves.

2. I was restricted to a very short, few day loan, before needing to send it out to the next person. This means, that you really should take my impressions with a huge grain of salt. I generally believe one needs at LEAST a week to get truly intimate and comfortable with a headphone. However, I received the unit on my days off, and was able put in many hours, which may have actually been better than if I had 5 days with them during my work week. I do have some modicum of confidence with my impressions.

3. I have zero experience with either the HD800 or HD800S, so the 8XX is my first experience with this grade of Sennheiser headphone. I can't say it's better or worse than the formers simply because I have not heard those. So if you're looking for comparisons to those, you won't find them here. I'll be reviewing the 8XX like I tend to review all headphones: I review the unit by its own strengths and weaknesses, and not how it compares to anything else, with zero expectations. I also may repeat some things over and over. This is to really hammer home how I feel about certain things, so if you see me repeat myself, it's just the way my thought process is when I write. It may not be utterly professional, but hey, I'm self taught.

4. None of the 800-line including the 8XX one would be something I'd generally be into. This means, I generally like a fuller bottom end, warmer character, more intimate, and smoother upper range rather than the highly defined, incisive, spacious, detail-oriented tuning that I would expect of the HD800 line. HOWEVER, just because I'd be more inclined to go for something like an LCD2 over an HD800, does not mean I can't enjoy, or see the benefits and merits of an HD800-type headphone. I can be objective, and I can absolutely enjoy tunings that don't fall under my general preference. All I'm trying to say here is that If I don't go crazy for these, it's because they're not what I typically want in a headphone. It doesn't mean that I can't like them as a contrast. They wouldn't be my first or even 5th choice for a headphone I'd spend money on (especially in this price range), but for those knowing what to expect, and want this specific type of sound, the 8XX should still be looked into. So ONCE again, I may not be enamored with the 8XX mainly because from the beginning, it wasn't a headphone geared towards my taste. I can't stress this enough.

You are free to disagree, but if you're looking someone that further reinforces your belief of "OMG BEST HEADPHONE EVER", look elsewhere. I'll tell you what I like, and what I don't like about them based on my own feelings towards them and not what you want to hear or not hear.

As long as you understand all this, we're good. So let's get into it.




Intro

I think by now those who know me, know that I'm a huge fan of Sennheiser, particularly Drop's variants of their headphones in general. The 6XX is arguably my favorite headphone of all time, especially anywhere near its price range, and I could never see myself without them. I called them the best headphone of all time. You don't have to agree. Yes, they're not technically the BEST, but so many factors about the 6XX make them an absolute legend. Argue all you want, it's my belief.

Then there's the PC38X, which to me, IS the best wired headset you can buy. Period, no ands ifs or buts. I love their tuning, their performance, their stellar microphone, their comfort, just...everything. I don't care who you are. Get the PC38X if you want a wired headset. "But what about--", NO. Be quiet and listen. Get the PC38X. End of story.

I reviewed the PC37X as the Game One long ago and liked them well enough, and while I haven't heard the 58X, I highly doubt I wouldn't think fondly of those either. So as far as I'm concerned, I believe DROP has Sennheiser headphones on lock. They know what they're doing with those.

This brings me to the HD800 and its offspring. When I first started my journey into headphone audiophilia, the HD650 was the first 'unobtanium'. Once I experience the HD650, the HD800 became the second headphone unobtanium. The one I'd always want to experience but wouldn't personally spend my money on due to high price and what I've heard on its tuning which didn't fall under my tastes. Even so, I still always wanted a chance to try them out. Life never quite led me down a path where I'd get the chance.

So, for so many years, the HD800 managed to evade by grasp. To my surprise, Drop had announced the 8XX. It really was only a matter of time, but it still felt like a dream come true. The moment I saw the unveiling, I IMMEDIATELY contacted Drop, and more or less told them I'd sell my soul audition these. Maybe not in those words, but the point got across. Under normal conditions, and for other headphones, I would've declined making quick impressions due to the very strict time limit. I feel that we need more time to truly understand a headphone. Still, I had to listen to these. I just had to.

Yes, they normally don't fall under what I personally would spend my money on, but I can certainly try to help those who would. In any case, the 8XX is absolutely worth consideration.

I won't bore you guys with the details on these. Product description and specs can be found on Drop's page.



Build Quality

Note: While the unit reviewed isn't a final release 8XX, I wouldn't expect any immediate, structural changes to the design and build of the 800S.

I honestly didn't know what to expect upon opening the box. I always thought the HD800-line would be big chungus levels of huge, but they're smaller than anything I dreamed of. Don't get me wrong, the cups are still very, very big, but they're not as comically large on my head as I thought. Maybe it's my big head, though I've definitely worn bigger.

There's something timeless about Sennheiser's designs. For instance, the 6XX looks modern enough to fit as a release in 2021 to my eyes. In comparison, the 8XX looks like the outright future. They are a marvel of modern engineering and design.

While the main shell is plastic, it looks and feels extremely durable. In any case, the 8XX doesn't look it'll suffer from any random hairline fractures or paint chipping that other Sennheisers have had issues with. There's a large mixtures of materials here, which no doubt would lead to a higher manufacturing cost compared to practically all other headphones I have ever experienced. The 8XX looks and feels absolutely premium in practically all aspects of its design.


Headband:

The headband is possibly the most modest piece of the 8XX. Looks rather nice, but nothing particularly out of left field. Just a solid metallic headband, with the size extension markings etched on the top as opposed to the inner extension pieces. The bottom side of the headband has a generously wide surface area with enough cushion to keep the 8XX from feeling uncomfortable on top of the head. Microfibers are used instead of any type of leather which I appreciate. The plastic size extension pieces have ample size adjustment, though not as much as the 6XX. For example, I wear the 8XX fully extended, whereas the 6XX has much more size to give.


Cups:

The cups are truly one of a kind, and you would never mistake an HD800 variant like the 8XX with anything else. It's what defines the looks of the headphone, and it truly is a stellar design. As stated earlier, the cups are quite large. They are also *quite* open, and deep on the inside.


Ear Pads:

I'm quite happy that the 8XX continues to use microfiber pads instead of leather or faux-leather, meaning I'd get all day comfort out of these. Not quite plush like the 6XX, but their firmness isn't to its detriment. They have a huge opening, and your ears won't bottom out against the drivers, or touch the side walls.


Cables:

The stock cable is quite long, and terminates into a 1'4" plug with a comically large barrel and strain relief. The main body of the cable is covered in a somewhat loose fabric sleeve, which I assumes helps keep it a little more flexible. I do wish the Y split was about 2 inches or more lower, though it's a general complaint I have with most dual entry headphones. The cable on the splits are rubberized and use a proprietary plug into each cup that I'm not particularly fond of due to it being prohibitively expensive to find aftermarket cables that terminate into it. The plus have to be inserted a specific way and don't feel all that great when inserting or disconnecting. At least it feels more durable than the plugs on the 6XX, which I've never been a fan of. Can all headphones just move on to 3.5mm or XLR inputs please?


Final Build Impressions:

I expected mostly high level build quality and design from the 8XX, and that's exactly what we received. The materials used, including the plastics all seem top notch and extremely durable. The only point of contention for me would be the proprietary plugs, which I'm just not fond of, though I can't attest to their quality or durability.



Accessories

From the Drop page, looks like, the 8XX will only come with the cable. I don't find the 8XX to be particularly difficult to get to a loud level, so I would've liked to have seen at least a 3.5mm plug with a 1'4" adapter, instead of being limited to just 1'4". 1'4" to 3.5mm barrel adapters are highly inadvisable, leaving you with 1'4" to 3.5mm cables if you wanna plug into amps with 3.5mm inputs. I understand they're not meant to be used with smaller devices, but really, there's no reason why they can't just always have 3.5mm plugs with an adapter.



Comfort

Weight:

Without the cable, the 8XX comes in at 330g, which I feel is perfectly adequate for such a large headphone. It's far from heavy, and while not particularly lightweight, it is distributed well by the headband design, and decent clamp which forces the weight to the cups. Rating-wise, Very Good.


Headband:

The wide band has plenty of surface area to rest on the head. This, in addition to the shallow but decent enough padding keeps the headband from becoming a problem with comfort, even after prolonged listening sessions. You'll feel its presence, but far from ever becoming an issue. I'd say good headband comfort, nothing particularly amazing.


Ear Pads:

The 8XX's pads are quite huge and I'd say moderately deep. This means your ears have a good amount of space to breathe. The microfiber pads themselves are on the thin side, and not very plush. However, due to the way they sit on your head, the even distribution of pressure keeps them comfortable all day long. They don't really call attention to themselves one way or another, which is a good thing. Inoffensive in the best possible way. They are just there to keep the headphones in place, with little contact with your head. Great ear pad comfort, personally.

If there was one area that may be slightly problematic, it may be that the lower side of the pads rests on the jawline, and some people are highly sensitive to that. Personally, not an issue here, though you may wanna take note.


Clamp:

The clamp on the 8XX is what I'd consider moderate. Clamp is generally not something I'd say would come up as an issue 99% of the time. The ear pads large area of pressure distribution keeps the clamp in check. As far as ratings, let's say... very good clamp pressure comfort.


Overall Comfort Impressions:

To say that the 8XX is a headphone I could wear all day is high praise. While I wouldn't consider the 8XX to be the greatest headphone in terms of comfort, it generally does well enough in most areas of that I'd say would land quite high on my list of most comfortable full sized headphones. To sum up all areas of comfort, I'd rate the the 8XX as great overall.



Noise Control

This may come as a surprise to absolutely no one: The 8XX leaks about as bad as the worst open backed headphones out there. There is simply very little noise attenuation inside or out.

This means you definitely will want at least a few closed doors between you and others who may be bothered by headphone noise. Definitely 'personal home office at night + a comforter blocking the gap between the door and the floor' type of noise control needed.



Sound

In the beginning of this review, I had mentioned that the HD800, 800s, and 8XX wouldn't be headphones typically geared towards my specific tastes. That does not mean I can't enjoy them for their outright contrasts to my preferences, and the strengths on what they ARE geared towards.

After over a decade of building up the HD800 in my head and how it might sound like, I've finally been give a chance to listen to at least some variant of it. The 8XX may not be a 1:1 realization of the original HD800, but for better or worse, I can take the HD800 off my bucket list. Now, how about the Stax SR-009 somebody, anybody? I jest.

My expectations of the HD800 were that they'd have great soundstaging, highly nuanced detail retrieval, and many layers and intricacies to its midrange and upper range. Perhaps a bit brighter than I'd like out of a headphone. Its bass would be that they extend low, but not have a lot of weight or fullness.

Oddly enough, in terms of the 8XX, I was correct for the most part, though I find them a little more more pleasing in its tonality than I anticipated of the HD800. Again, these were expectations, and not indicative on how the HD800 truly sounds like.

So how DOES the 8XX sound? They aren't quite the HD800 from what I've seen of the graphs. There's also the expectation that Drop would tune them and correct their less desirable traits. To this degree, and from what I'm hearing, Drop has succeeded. The 8XX sounds magnificent in some truly meaningful ways. There is a bit of disappointment here as well, but depending on what you're looking to get the 8XX for, they can be amazing, or passable. If it sounds like it'll be polarizing, that's because I believe it will be.


Bass:

I don't think many people will dispute this: bass is the weakest aspect to the 8XX's sound. Which considering how graphs made it seem like the 800 and 800S has LESS bass, I'm quite surprised by this. I don't think I really would've looked at the HD800 or HD800S favorably if they have less bass than the 8XX.

I definitely wouldn't recommend the 8XX if bass was any sort of priority for you. The 8XX's strengths lie in many things. Bass is not one of them. On the positive side, it has tightness, gobs of texture, and detail within the bass, but weight, presence, fullness, low end rumble, and general impact is noticeably below what I'd consider even close to neutral. Midbass has some warmth to it, but unfortunately hits a bit light. You can hear the bass, and it does have some decent extension, but much of it can't really be felt in any meaningful way.

In terms of frequency tests:

You can actually hear it all the way down to 20hz, though not much to it down low other than knowing it's there. Volume of the general sound starts to equalize at around the 180hz-200hz range to my ears, much too high for any real sense of bass or the frequencies below.

To sum it up, don't go getting the 8XX thinking you'll be pleasantly surprised by its bass output. Even in the range of what I'd consider neutral, it's well below that. To put it into perspective, something like an Audeze LCD-1 has very good extension down low, but is definitely a few decibels south of neutral in its bass. The LCD-1 would satisfy someone looking for bass way, way more than the 8XX ever could. So do yourselves a favor, and be realistic when it comes to the 8XX's bass. It's bass shy, simply put, no two ways about it. Get it for anything OTHER than its bass output. I didn't expect to be wowed by the bass, so I won't rate it too harshly in the sense that it's just not something once should be looking at the 8XX for. What is there is clean and defined. You just won't get much in terms of it. I'd rate the quality highly. Presence not so much.

I have to once again reiterate that I like some slight to moderate forwardness in the bass. I don't need basshead levels of bass, but I'd like some warmth and weight to it. So the 8XX was going to have a hard time impressing me long before I got my hands on it. If you're someone with a more reserved taste for bass, perhaps the bass will suit you just fine. Just don't say I didn't warn you. Manage your expectations.

The 8XX's bass leaves me a little bit wanting for more. No sugarcoating it. I even brought a friend over to try the 8XX out. He isn't exactly a basshead himself, and even he felt there was just too much missing down low. Music is felt nearly as much as it is heard, and the feeling just wasn't there for a lot of music.

Subjective preference and even some objective opinions can vary greatly. I don't want to rate the bass, because personally, I'm disappointed. But for those who want the 8XX for what I assume would be heavily leaning towards the strengths of the headphone, may not find the bass on the 8XX disappointing.


Midrange to Treble:

No we move on to the better aspects of the 8XX. The midrange to treble ranges are exceedingly much more impressive than the bass. The 8XX has some excellent level matching all the way up to the treble, with very little deviation between left and right channels. Of course this can vary from headphone to headphone, but I have to say it's impressive on this particular unit.

I can describe the midrange as neutrally colored in tonality, with fantastic presence. Unlike the intimate midrange immediacy of a headphone like the 6XX, the 8XX remains highly detailed and upfront while maintaining a great sense of space. There is some decent spacing between your virtual listening position and the midrange, but it is evident that it's the focal point of the 8XX's sound. I don't wanna say spaced back, because that'll give people the idea that it's recessed. It is absolutely in no way shape or form recessed. What I'm trying to say is that it's not in your face. It can take center stage without it breathing in your face? Get it? I hope so.

Frequency-testing (to my ears, and not graphs):

Great presence all the way up to a slight dip at 1.5khz, and a general rise to a 5khz peak main prominence. Dip at 5.5khz, with a rise back up to 6-7khz, down to its lowest valley in the 7.5khz range (noticeable), with good presence all the way up to great 10khz shimmer and beyond.

If there were any problem areas to note, I'd say maybe the 4.8-5khz peak being quite a bit louder than the rest of the sound, and I believe some faint ringing at around 6.8khz. 9.6khz isn't a frequency I'm too fond of either.

Of course, this is pure frequency testing, and under normal use, these problem areas aren't going to make themselves so obviously known. Constant tone testing and general listening are completely different experiences, so whatever issues I take note of, I wouldn't look too deep into it. Under normal use, I didn't find myself truly being irked by any aspect of the 8XX's midrange and treble. I've had many warmer/darker headphones than the 8XX that would hurt my ears with sibilance, harshness, and overly abundant zing.

To sum up, I believe the 8XX had to knock the midrange to treble ranges out of the park. Did the 8XX nail it? It certainly did. Fantastically clean and always present midrange all the way up to the upper treble with little to no excess peakiness. Aside from the valley at 7.5khz, nothing sounds subdued or missing. The only aspect of the treble that may hit a bit rougher than the rest is around 9.6khz, but then I doubt much will linger there for too long. I honestly expected overly clinical, or even some treble harshness. In reality, the 8XX ended up being much more pleasant and smoother than I could've ever hoped for. Not so smooth as in to be blunted down, but just enough to knock off the edginess that can hamper detail oriented headphones. The midrange to treble tonality is just peak brilliance.

Seriously though, I'm very impressed by the 8XX performance. I would watch some video and with literally any other headphone that isn't smoothed over, I'd brace for those moments when someone speaking would just sound overly zingy and artificial. It never came with the 8XX. Like, you would expect it to come because the 8XX doesn't exactly smooth over details, but somehow, it'd just get their voices going without that sudden tizz when people speak. A lesser headphone aimed at clarity and details would certainly fail that test. Good on you, 8XX.

If I had to rate the midrange to treble, it'd be outright excellence. I now understand why people loved the better parts of the HD800 and HD800S.


Soundstage and Imaging:

After having heard so much about the HD800's soundstage for well over a decade, the 8XX had a lot of hype to live up to. If there was ONE thing I could take away and expect from it, it was going to be soundstage. Had the 8XX failed in this regard, I would've considered it an utter disappointment. Thankfully, the hype was justified. The 8XX has a wide, utterly open, spacious soundstage, with great layers to the sound and the objects within it. Everything is cleanly and clearly defined in the virtual space. Nothing sounds hazy or overly diffused, nor do objects blur between one another.

I was already spoiled by large soundstages from cheaper headphones for long enough that another large soundstaging headphone wasn't going to blow me away. Due to personal anticipation, the 8XX didn't quite wow me as I was hoping for, but perhaps I set my expectations too high. That, and I'm so accustomed to using virtual surround DSPs that expand soundstages far, far more than any headphone can realistically portray without aid of a surround DSP. Thankfully, the 8XX is a prime candidate for those surround DSPs, so the large, realistic headphone stage that it does have, is a fantastic foundation for some wonderful soundstage magic.

The last time I was wowed by soundstage presentation was with the HiFiMAN Ananda, and that's because the soundstage is just, different? The Ananda has that planar depth in addition to an incredibly notable tall sonic ceiling, which isn't something I would have expected from any headphone. The 8XX doesn't give up much of anything against that, but it was already something I experienced, so the 8XX didn't bring me anything new on that front.

What the 8XX did bring was an overall soundstage performance that wouldn't be outdone from anything other than possibly its own brethren, the HD800 and HD800S. If I had to rate the soundstage on the 8XX, it would be that it is simply stellar. As expected. You want vast, open sound, you want the 8XX. That simple.


Clarity:

Another thing the 8XX had to live up to, was the expectation of endless clarity and micro-detail retrieval. Ok, maybe more an expectation of the HD800, but since the general balance on the 8XX follows the HD800 and HD800S closely, it shouldn't sound too farfetched that I would expect some level of similarity in terms of how they pick up the nuances in the smallest of details.

Of course, having not heard either the HD800 or 800S, I could only go off what I would expect out of a headphone that is leaner, analytical, and focused on mid to upper range performance. It may not be a tuning my preferences steer towards, but it's not an tuning that is alien to me. From the first moment I pressed play, it was clear that the 8XX would stand high and above so many others. There is this pristine, crisp clarity to its analytical subtleties, yet, it does it would it sounding sterile or lifeless. There's a sense of realism even in the smallest micro-details. Just a teeny hint of fleshiness there to dodge the 'artifical' boost in sound that so many other headphones duffer from.

Clarity is magnificent, through and through.



Sound Signature and Amplification

After having heard the slight complaints about the bass being a bit south of perceived neutrality, with a neutral sounding midrange and treble, what can you expect with the sound signature? To my ears, it sticks to being in credibly transparent and neutral, despite an obvious lack of bottom presence. Apparently the 8XX is supposed to be a little warmer than the HD800 and HD800S, but even so I still feel it treads on being neutral and open to being altered by the gear you attach to it.

This brings me to amplification. I have absolutely no doubt in my mind, that the 8XX will be transformed by whatever you pair with it. I used a Modius/Jotunheinm 2 for this Review, so I stayed on the SS side of gear. I've heard the HD800 (and by association the 8XX) shines with OTL tube amps, and I can totally picture why. Some sweetness would go a long way with the 8XX, though I don't think going the route of solid state to highlight its strengths instead of trying to gloss over its lesser desirable traits is such a bad idea either.

Having heard for so long that the HD800 is very picky with amplification, I have no reason to believe otherwise. From experience with the 8XX, I believe that to be absolutely true. So, if you're in the market for the 8XX, make sure you know what you're getting into, and plan around it accordingly. I don't find it particularly forgiving, so I would do my homework in what works well and what doesn't.



Gaming

Gaming performance on the 8XX is about what I expected. By expected, I mean the expectation that the 8XX would be one of the best, (if not arguably THE best) headphone for competitive gaming. If you were looking for a headphone where the ability to pick up the subtlest of sound cues, and the ability to place them around you accurately, the 8XX is the headphone for you. Likely, THE headphone.

This means that the 8XX should be heavily, HEAVILY aimed towards competitive gaming, whether it's at home, or in a pro setting (as long as open-backed high leakage headphones are acceptable). I'm not going to sit here telling you that you NEED the 8XX for competitive gaming. You can certainly get by with much less, and to a good enough level to be just as competitive. However, there are no tradeoffs in quality here. Clarity, definition, soundstage, positional accuracy, and a host of other benefits are all at an extremely high level, where there really is no need for you to look further beyond. If you have an 8XX, you're absolutely set for life.

Now when I say you can do with much less, you only need to look at something like an AKG K701/K702/Q701, Sennheiser PC37X, or an Audio-Technica AD700X for cheaper, lower level, but nearly as performant headphones. However, the 8XX just brings gaming performance to the absolute max. I know I don't do scores anymore, but the 8XX would absolutely hit a Masterful 10/10 for competitive gaming. It's about as close to perfect as anything I've heard.

The only tradeoffs for such a ridiculously high degree of competitive performance, is the less than stellar immersive qualities. Namely, the less than impactful bass performance.

A lot of casual, non-competitive gaming needs a nice, full, bold presence in the bass, which the 8XX just isn't about. It's there, only just, but it won't excite you by any stretch of the word. I have stated that headphones with fantastically large soundstages do bring a level of fun even if they lack some low end, but there's just no replacement for that atmospheric rumble, explosive impact, and weight added to the sound by a solid low end. It wouldn't be anywhere close to my choices for playing something like Gears of War, God of War, Resident Evil, or Doom 2016. You will definitely want to balance the 8XX with a more fun oriented headphone.

Summing up the 8XX for gaming, it is absolute, sheer brilliance for competitive gaming. For anything non-competitive, it is a somewhat decent, if unremarkable headphone. If you want to focus on fun, casual, immersive gaming, there's just better out there, without question. Even Drop's own PC38X is a more fun Sennheiser product, and it doesn't give up too much in competitive either. It's definitely not on the technical level of the 8XX, but for the price, it is the best darn headset I can think of. I only wish there was a headphone variant, but I digress. Bringing it back to the 8XX, it is a headphone that I'm split on for gaming, just as I am for all other uses. Get it for what it's good at (competitive), balance it out with something else for other forms of gaming uses.



Personal Recommendations

Media:

I'm going to stick my neck out here in telling you guys that I believe the 8XX isn't a very versatile headphone. You will really want to use it for very specific genres that aren't bass reliant. Think of anything where bass isn't a huge contributor to the sound, and the 8XX will likely excel. I love it for competitive gaming, podcasting or interview format videos, news, slice of life anime, and any casual gaming where I don't feel the need to be immersed. Anything where you want to 'feel' the raw, gritty, dark, depth of explosions and things of that nature won't exactly change your life on the 8XX. The name of the game is to use the 8XX what it is good with, and not as a workhorse all rounder, which it absolutely isn't.


Practicality:

The 8XX is quite large and unwieldy. It ridiculously open with absolutely nothing in the way of noise control. It comes with a very long, not very transportable friendly cable. It is very picky with amplification.

What I'm trying to say with all this, is that you will want to keep it the 8XX at home or personal office. I wouldn't dare tread anywhere public with it, not only in fear of it getting stolen (she is quite a looker after all), but also because you wouldn't want to annoy everyone else with your audio. That and it looks quite ridiculously oversized when worn. It would simply garner all sorts of unwanted attention.

Don't be silly. Keep it at the home/office.


Who It Is For:

Rather than start who it's for, I can with confidence tell you who the 8XX ISN'T for. It isn't for those that want something that they can jam out to when they hit random on their entire music library. You will find them lacking for some things. Really, the 8XX needs to be used to its strengths, and mainly that. Like taking a day where you feel like classical, acoustic, folk, and things like old timey music are your desired selection.

They are for those who have a large staple of headphones, or at the very least, one main headphone that can contrast the airy, light, clean sound on the 8XX. Something more impactful, deeper, bolder, and aggressive. Perhaps even something more well rounded, that doesn't particularly excel in anything, but can work with all manner of uses.

The 8XX makes an EXCELLENT high end complementary headphone.

As far as gamers go, the 8XX will be for those that simply want a headphone of the highest caliber that can play competitive/detail-focused games, without feeling like they've given up any auditory information. If you've heard of the AKG K702 or Q701, and would like a higher tier, refined version of that level of detail retrieval, amplified to the max, the 8XX will feel right at home. Those were among the highest rated headphones for competitive gaming on my list, and the 8XX bests those, plain and simple. Now whether the premium of moving up to the 8XX is worthwhile, that's entirely on how you like to spend your money. Personally, I can live with much less. Yet, I'm not you, or anyone else. If you want the best on offer and can afford the 8XX to use for competitive gaming, more power to you. They certainly won't let you down, and I doubt you'll find much of anything that competes.

Those looking into the HD800 line (8XX included) know what they're getting into. I don't believe the 8XX will stray far away from what people have come to expect from something like the HD800S. A battle of subtleties is more likely than a complete turn around from what has been established by those that have come before.



Likes and Dislikes

Likes:
  • Futuristic looks and color scheme
  • Sturdy build
  • Surprising comfort
  • Amazing, top level clarity and detail retrieval, without the fatigue usually associated with a headphone this clean sounding
  • Incredible soundstage
  • Legendary competitive gaming performance
Dislikes:
  • Limited availability
  • Long cable with proprietary plugs
  • Bass output deficiency (this is really the only real area of disappointment I can find in terms of the 8XX's sound)


Final Impressions

Drop did what everyone wanted for a long time now. They brought us what is essentially the HD800S, made subtle tweaks, added their own colorway, and priced it well below the 800S. If you're in the market for the 800S, I don't see why anyone wouldn't just opt for the 8XX instead. You're saving around half a grand for use in other things, and you get likely the best tuned version of this driver. Perhaps more subtle more rather than significant, but nonetheless, a net positive.

I know my impressions here are undoubtedly polarizing, but hey, the 8XX is a polarizing headphone. Many people will love them and use them for what they truly excel in. Other may not like them all too much, because it ultimately just won't be perfectly suited for some modern genres of music, and casual uses like many action movies and games.

Despite it all, the 8XX is a fantastic headphone. It truly is. Once you have a firm understanding on when and where it will shine. You don't wanna go listening to EDM with these. Use them for the stuff they're good with, and you'll be absolutely blown away. Leave the rest to something else.

So the final question is: Is the 8XX for me? For my tastes in music, and general media, as well as how I tend to use my headphones in general, the simple answer is; not really. Other than for competitive gaming, (which it is an undeniably juggernaut of a headphone for), I just don't see myself having many uses for something like the 8XX.

To placate some of you, I can sit here and tell you guys that I'm not a hardcore music listener to begin with. I use my headphones for a variety of media, but rarely will I sit here and just listen to music outside of when testing for reviews. This is odd for a headphone reviewer, but I'd like to believe I have enough experience to still give you decent impressions. Not like I never listen to music. I do. But I'm not the diehard music audiophile like others may be. I use my headphones for movies, games, TV shows, streaming services, podcasts, and THEN some music. Stating this, there may be a sudden realization that the 8XX is first and foremost a music oriented headphone, and of this I have no doubt. Specific music, but still...music.

With the correct application, the Drop + Sennheiser 8XX is exceptional. I'm sure many of you will have a complete understanding of where to aim the 8XX towards. For this I'll be fair and rate them 4 out of 5 stars. This is middle ground between what I personally feel is more a 3.5 out of 5 (which I'd rate as very good overall, with caveats), but I feel others that would use the 8XX properly would rate it an easy 5 out of 5. The 8XX wasn't made for someone like me. For those that it IS made for, I have no doubt, the 8XX will be outright legendary.
 
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Mar 21, 2021 at 10:09 AM Post #46,499 of 48,562
@Mad Lust Envy You didn't mention anything about it's intimacy abilities.

And I've never really used that metric for my reviews.

The 8XX isn't intimate. Not to me. The 6XX, the LCD2 are intimate. The 8XX, nope. The soundstaging section would be b enough to let people know that. It's really open and spacious. That's the polar opposite of intimate to me. For someone else, sure whatever floats your boat.

Also, I was bound to miss some things. I was under a very strict time limit, so I did what I could.
 
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Mar 21, 2021 at 12:42 PM Post #46,500 of 48,562
Excellent review - thanks for sharing! I listened to the original HD800 and while it had astounding clarity and amazing sense of soundstage and space it was so bright and sibilant that it was almost physically painful to listen to anything but near-perfect recordings of audiophile demo tracks. The HD800S was better but still on the bright side. It sounds like the good folks at Drop have tuned the 8XX to keep the good parts (clarity and soundstage) while taming the bad parts (treble peak and sibilance). I look forward to hearing it at an upcoming CanJam. Like you I am a huge fan of the HD 650, which I consider to be one of the best headphones of all time.

As for the Stax SR-009, it has an amazing sense of 'air', but to my ears it sounds a bit too bright and artificial in the treble. For electrostatic headphones I much prefer the Dan Clark Audio Voce.
 

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