Sennheiser GSX 1000 / 1200 Impressions
Aug 16, 2018 at 2:42 PM Post #1,232 of 1,519
Ummm, the sound is still positionned in relation to your character's position, in relation to what you see on the screen, not where your head is physically located. If a sound comes from behind while you're staring at the minimap and your head is turned in such way that you hear that sound on your left and then you'll look up to the middle of the screen, what happens next? Will you turn your character around to look behind you or to the left? Based on what you've heard. What you describe is what happens with head tracking. And ldac is a bluetooth codec with a crapload of latency, i know, i own a pair of WH-1000XM2s, it sounds good for a bluetooth headset but not great when you compare with a more robust dac+amp solution.

Again, you might not care about that increased in accuracy, it does matter for me. As for the WH1000XM2, the bass was way too muddy for me. Planars tend to solve this problem.
 
Aug 16, 2018 at 2:45 PM Post #1,234 of 1,519
Again, you might not care about that increased in accuracy, it does matter for me. As for the WH1000XM2, the bass was way too muddy for me. Planars tend to solve this problem.

It's not an increase in accuracy, it's a decrease. With head tracking (for sound) and a standard game (be it fps of whatever) you will hear the sounds coming from a different direction than where they really are, your ears and eyes will not be in sync, how can't you understand this? Wait, i'll make a picture.
 
Aug 16, 2018 at 2:52 PM Post #1,235 of 1,519
Doesn't matter one bit how you move your actual head is not correlated to the movement in the game your character does within the soundscape of the game. Doesn't matter how you slice or dice, it will still not change that fact.

Now you make no sense at all, are your hearing depending on how still you keep your head? Also, you don't have head tracking at the moment so which way you have your head does not alter the sound or positional cues at all. So claim you need to hold your head still to hear a guy coming around a corner makes absolutely no sense at all.

By this logic, the movement of your eyes would be equally important if not more... :)
 
Aug 16, 2018 at 2:56 PM Post #1,237 of 1,519
Are you just not reading or not thinking? I think we are done here. It's like argueing against gamers who think people can't see above 60 fps.

Here's the picture, in blue real position of the sound (as the game renders it) in red the perceived position as the head tracking generates it because your head is looking in that direction (for whatever reason), notice that the ingame world does not react to the position of your head, the view remains fixed.

pK3NYvC.png


And here's the difference between where the sounds are really coming from and where you hear them coming from. Eyes and ears not in sync, you get fragged like a n00b.
 
Last edited:
Aug 16, 2018 at 2:56 PM Post #1,238 of 1,519
It's not an increase in accuracy, it's a decrease. With head tracking (for sound) and a standard game (be it fps of whatever) you will hear the sounds coming from a different direction than where they really are, your ears and eyes will not be in sync, how can't you understand this? Wait, i'll make a picture.
The game with normal surround assume you are staring at the middle of the screen. With stationary speakers, this is fine as your head change doesn't change the speakers positions. As a normal headphone move with your head, the "speakers" move with it. So the position of the sound becomes completely inaccurate when you move your head. Are you pretend not to understand this simple logic ?
 
Aug 16, 2018 at 3:00 PM Post #1,239 of 1,519
Wait, are we talking actual speakers or headphones with HRTF (like the GSX)? Because it's not the same and the point of head tracking matters even less. Because you know, with headphones the soundstage is already moving with your head.
 
Aug 16, 2018 at 3:00 PM Post #1,240 of 1,519
Doesn't matter one bit how you move your actual head is not correlated to the movement in the game your character does within the soundscape of the game. Doesn't matter how you slice or dice, it will still not change that fact.

Now you make no sense at all, are your hearing depending on how still you keep your head? Also, you don't have head tracking at the moment so which way you have your head does not alter the sound or positional cues at all. So claim you need to hold your head still to hear a guy coming around a corner makes absolutely no sense at all.

By this logic, the movement of your eyes would be equally important if not more... :)

When you move your head, "speakers" move with you unlike stationary speakers. Head relational positioning adjust it to make it seem like those speakers are stationary like in a normal surround speakers setup. But if this is too hard for you to understand, then you should probably just stick with normal headphones.
 
Aug 16, 2018 at 3:06 PM Post #1,241 of 1,519
When you move your head, "speakers" move with you unlike stationary speakers.

That's the bloody point, what you hear will correcpond with what you see on screen. With plain speakers around you DUH', the sound will change according to where you are physically looking at. What you describe with head tracking is EXACTLY the same kind of effect where the soundstage remains stationnary while you bob your head around like it's an ACDC concert. And it's BAAAAD, we don't want that because it phucks with your perception of what's actually on screen and where things should be according to the sound.

Head relational positioning adjust it to make it seem like those speakers are stationary like in a normal surround speakers setup. But if this is too hard for you to understand, then you should probably just stick with normal headphones.

This. is. precisely. why. it's. a. bad. idea.
 
Aug 16, 2018 at 3:06 PM Post #1,242 of 1,519
Wait, are we talking actual speakers or headphones with HRTF (like the GSX)? Because it's not the same and the point of head tracking matters even less. Because you know, with headphones the soundstage is already moving with your head.
It's very simple, if you plug in your GSX 1000 to stationary speakers, there won't be a problem with positional accuracy. When you plug it in a headphone, it becomes a problem when you move your head because those "speakers" move with your head. Mobius fixes this by "fixing" the positions of those speakers when you move your head so those speakers seems stationary like with normal speakers.
 
Aug 16, 2018 at 3:10 PM Post #1,243 of 1,519
That's the bloody point, what you hear will correcpond with what you see on screen. With plain speakers around you DUH', the sound will change according to where you are physically looking at. What you describe with head tracking is EXACTLY the same kind of effect where the soundstage remains stationnary while you bob your head around like it's an ACDC concert. And it's BAAAAD, we don't want that because it phucks with your perception of what's actually on screen and where things should be according to the sound.



This. is. precisely. why. it's. a. bad. idea.

It's ok, take your time and think about it. We all make mistakes.
 
Aug 16, 2018 at 3:12 PM Post #1,244 of 1,519
It's very simple, if you plug in your GSX 1000 to stationary speakers, there won't be a problem with positional accuracy. When you plug it in a headphone, it becomes a problem when you move your head because those "speakers" move with your head. Mobius fixes this by "fixing" the positions of those speakers when you move your head so those speakers seems stationary like with normal speakers.

Sigh.... When the soundstage is moving with your head, as with plain GSX and a pair of headphones, the sound sources you hear on your LEFT will be exactly on your character's left, no matter where you are physically looking at, because again, it doesn't matter. What matters is your character's position ingame because the sounds are related to him (her or it) not you and your ears are in sync with his. You might as well be standing on your head while facing the opposite direction when you'll look up at your screen and move your view to the left you'll see that sound source, this is what we want in positionnal audio. With head tracking enabled, you'll hear those sounds coming from your RIGHT and when you'll go back to screen and turn to the right you'll see nothing, what you've heard will not correspond to what you're supposed to see, because again, the game's world does not change according to your head's position which is now out of sync with your character's.
 
Last edited:
Aug 16, 2018 at 3:46 PM Post #1,245 of 1,519
Sigh.... When the soundstage is moving with your head, as with plain GSX and a pair of headphones, the sound sources you hear on your LEFT will be exactly on your character's left, no matter where you are physically looking at, because again, it doesn't matter. What matters is your character's position ingame because the sounds are related to him (her or it) not you and your ears are in sync with his. You might as well be standing on your head while facing the opposite direction when you'll look up at your screen and move your view to the left you'll see that sound source, this is what we want in positionnal audio. With head tracking enabled, you'll hear those sounds coming from your RIGHT and when you'll go back to screen and turn to the right you'll see nothing, what you've heard will not correspond to what you're supposed to see, because again, the game's world does not change according to your head's position which is now out of sync with your character's.
You know, that's a bad thing you describe, the brain expects movement, even if you don't see anything, that's why you can keep losing track of the directions if you move head too much in normal setup. Think about this : you hear something from right, you look right, it's now front, to screen back, right. Where is the problem? Your brain isn't stupid
 

Users who are viewing this thread

Back
Top