Skip to main content
Up and Coming
September 22, 2014

Crescent Bay headphones a joke??

should not be attached where you can't use your own headphones..

personally earbuds are best like the Bose QC20 where it is active noise cancelling

its far superior than over ear because the bass is deep because of the seal

no overear as it heats up the ear as well

    99 replies

    Up and Coming
    September 22, 2014
    "drash" wrote:
    @AntDX316, the Tested interview with Palmer (last part of the video) should address your concerns:

    http://www.tested.com/tech/465153-hands-oculus-rift-crescent-bay-prototype-virtual-reality-headset/

    I am personally concerned as to whether I will be able to adjust the *placement* of the included headphones. I need to wear a hearing aid in the right ear, and the microphone for it is about 2 inches higher than my ear canal. If the placement isn't adjustable, then it's a good thing they are detachable. :)



    haha love that vid at 29 minutes "I'm palmer" followed by tired stretch come triumphant growl! :)

    http://youtu.be/By-IcNblqRo?t=29m6s


    EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer RTX 3080 FE / 12900k / Windows 11 Pro
    AntDX316Author
    Up and Coming
    September 23, 2014
    "renderingpipeline" wrote:
    "AntDX316" wrote:
    should be inear instead of over ear for best sound reproduction


    True, but not everyone likes in-ear and you definitely don't want in-ear for a demo unit.


    they don't like in-ear because they probably didn't use the right ones

    U have to have the settings correct for it to sound good

    I don't run flat EQ

    I run with a V shape from base to highest frequency

    I also use 24-bit crystallizer offered by Creative

    obviously on a demo it isn't good as swapping ear wax is like using other peoples toothbrushes

    inear is superior to over ear

    you cannot jack the bass up to get the same effect on over ear w/o distortion

    with right inear theres no distortion and massive bass which is like having a huge sub

    its like when you push the overears to ur head so tight it sounds better

    that's how in ear is w/o doing anything
    AntDX316Author
    Up and Coming
    September 23, 2014
    "kaetemi" wrote:
    Now it just needs a microphone, external cameras, a mind control interface, ... :lol:


    the mind control thing used to exist with the OCZ NIA

    I had it before but it was kind of dumb to relearn everything on movement

    I sold it on ebay

    I tried to look to rebuy it but it seems they don't make it anymore as probably top companies that aren't consumer interested bought out the tech/patent and use it for their ways that they see would work

    the microphone implementation should be easy but should use a gooseneck boom mic style
    Up and Coming
    September 23, 2014
    There is a world of difference between what "sounds good" *air quotes* *ironic eyeroll* and what is accurate. You need accurate sound reproduction in VR, just as you need accurate visual perspective. If you or your hardware fiddles with frequency responses or does ANY kind of filtering then the HRTF goes right out the window and you cant localize sound properly. Presence trumps preference on this.

    Also on ear is much more accurate than in-ear for HRTF because HRTF models are calibrated by recording from just outside the ear, in exactly the position that a driver like the Rift's is pointed at, not inside the ear canal. In fact I bet they will be working to specifically make sure that the HRTF models are as close to an exact match for the output driver as possible. And open back is far more accurate than closed for a given price, because there is less for the sound to bounce off of and get absorbed/diffracted.

    tl;dr your expensive headphones that make music sound extra rich will make VR sound like crap.
    AntDX316Author
    Up and Coming
    September 23, 2014
    "owenwp" wrote:
    There is a world of difference between what "sounds good" *air quotes* *ironic eyeroll* and what is accurate. You need accurate sound reproduction in VR, just as you need accurate visual perspective. If you or your hardware fiddles with frequency responses or does ANY kind of filtering then the HRTF goes right out the window and you cant localize sound properly. Presence trumps preference on this.

    Also on ear is much more accurate than in-ear for HRTF because HRTF models are calibrated by recording from just outside the ear, in exactly the position that a driver like the Rift's is pointed at, not inside the ear canal. In fact I bet they will be working to specifically make sure that the HRTF models are as close to an exact match for the output driver as possible. And open back is far more accurate than closed for a given price, because there is less for the sound to bounce off of and get absorbed/diffracted.

    tl;dr your expensive headphones that make music sound extra rich will make VR sound like crap.


    http://www.etymotic.com/ephp/er4.html

    most accurate sound reproduction

    audio engineers use Etymotic

    I didn't get it and got bose because the driver size is too small and some peoples reviews were the bass is lacking

    bose has 20mm driver size

    if you care about sound reproduction then just use Etymotic with a sub for feel
    Up and Coming
    September 23, 2014
    Those would suffer the same problems with HRTF as any in-ear as I explained. Audio engineers also commonly use open cans.

    But an external sub is not a bad idea, as those low frequencies are not localized very well at all by our ears, as long as you calibrate the levels somehow. External subs are another argument in favor of open cans, as you don't want to block out the bass.
    AntDX316Author
    Up and Coming
    September 23, 2014
    "owenwp" wrote:
    Those would suffer the same problems with HRTF as any in-ear as I explained. Audio engineers also commonly use open cans.

    But an external sub is not a bad idea, as those low frequencies are not localized very well at all by our ears, as long as you calibrate the levels somehow. External subs are another argument in favor of open cans, as you don't want to block out the bass.


    KOR-FX makes it where you can feel the haptic feedback from the frequency

    have you used inears? the bass is far superior and clearer than overear

    I tried the top Bose overear nose cancelling but the bass can't be replicated
    Up and Coming
    September 23, 2014
    Bose are not worth using as a comparison. And I am not arguing over how strong the bass is for inner vs over ear, its how accurately you can reproduce spatial positioning in software. That is the truly critical benchmark for VR.
    AntDX316Author
    Up and Coming
    September 23, 2014
    "owenwp" wrote:
    Those would suffer the same problems with HRTF as any in-ear as I explained. Audio engineers also commonly use open cans.

    But an external sub is not a bad idea, as those low frequencies are not localized very well at all by our ears, as long as you calibrate the levels somehow. External subs are another argument in favor of open cans, as you don't want to block out the bass.

    have u seen their accurate reproduction on the link I sent?

    http://www.etymotic.com/ephp/images/er4pt_compliance_graph_480g.png
    Up and Coming
    September 23, 2014
    You didn't read my first post, HRTF is built around over-ear. Moving the driver into your ear will make the spatialization less accurate no matter how good the frequency response.

    To the best of my knowledge nobody has created a microphone that is sensitive and accurate enough at the size necessary for recording inside the ear canal without obstruction to generate HRTF coefficients. Even if they did, the shape of the ear canal adds additional variables that make the HRTF coefficients even more user-specific, making it less effective for non-average people, so it is a losing proposition.