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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 24, 2014
    I currently use AKG K240 studio phones, which are pretty decent (I use them for editing music in fact and they are one of the standards in the music world for that task), they sound great. However for gaming, seriously I don't absolutely require that level IF it means I can have something far simpler and built in.

    Using the Dk2 now one of my few frustrations is continually having to put my cans on AFTER I have the rift on, and remembering to take them off first before the rift... on the one occasion I ripped the rift off my head (during dreadhalls don't ask ;0 ) my headphones went flying in a tangled mess causing all kinds of fuss... *ahem*.

    Anyway, I applaud their attempt to include headphones - as that was one of the things I liked about that product that looked like a set of cans with a screen that folded down from the headband. In my case if I'm swapping it over to people to try things out it's much easier if it has built in headphones and yeah one less bloody cable to worry about (I hate cables they conspire against me in my music studio getting caught under my chair, on keyboard stands etc.... yanking my head sideways unexpectedly when I move etc).

    So ok no 'sit on ears' type phones could replace larger drivers in decent, large headphones but we should at least wait to try the final ones in CV1 before declaring them a write off. In this case I think convenience will outweigh the problem of lack of bass or whatever, and it will be a lot nicer to use when putting on/off vs the 'hunt the headphones through the nose slot' I currently have to do :)
    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 24, 2014
    "Sharpfish" wrote:
    I currently use AKG K240 studio phones, which are pretty decent (I use them for editing music in fact and they are one of the standards in the music world for that task), they sound great. However for gaming, seriously I don't absolutely require that level IF it means I can have something far simpler and built in.

    Using the Dk2 now one of my few frustrations is continually having to put my cans on AFTER I have the rift on, and remembering to take them off first before the rift... on the one occasion I ripped the rift off my head (during dreadhalls don't ask ;0 ) my headphones went flying in a tangled mess causing all kinds of fuss... *ahem*.

    Anyway, I applaud their attempt to include headphones - as that was one of the things I liked about that product that looked like a set of cans with a screen that folded down from the headband. In my case if I'm swapping it over to people to try things out it's much easier if it has built in headphones and yeah one less bloody cable to worry about (I hate cables they conspire against me in my music studio getting caught under my chair, on keyboard stands etc.... yanking my head sideways unexpectedly when I move etc).

    So ok no 'sit on ears' type phones could replace larger drivers in decent, large headphones but we should at least wait to try the final ones in CV1 before declaring them a write off. In this case I think convenience will outweigh the problem of lack of bass or whatever, and it will be a lot nicer to use when putting on/off vs the 'hunt the headphones through the nose slot' I currently have to do :)


    I still think to keep cost down then would be to not making VR headphones

    it's completely unnecessary

    it's kind of like where.. people only get to have fries or mash potato and no choice in the only burger place in the area

    just because VR is the only headset doesn't mean they should make users use "their" headphones because everyones ears are different

    so calibrating for a type of ear won't be the same as other ear sizes as well as the way people interpret frequencies in their mind

    I gave the G940 headphones a chance over the Apple headphones or Vmoda and they can't replicate the sound as good because the bass gets distorted

    same with the Bose overear premium $350 headset as that isn't good as QC20 inear

    In flight school I have inear TSO certified headset (the one FedEx) uses but.. cause the Cessna receiver is so bad I can't really make out what they are saying over the air

    it's not like watching a youtube video where it's clear.. the overear it probably better but I never tried

    I think in a super noisy environment like an airplane then overear might be better? but people using inear say they can't hear the people around them even in the noisiest conditions with the QC20.. noise cancelling..

    my voice/receive headset for flying is passive noise cancelling so maybe that's the difference..

    I don't think there is such a thing as active noise cancelling for inear.. Bose QC20 is the first and it just came out

    I suggest everyone give it a try as well as the Etymotics before using the overears as the ONLY VR permanent no choice option
    AntDX316Author
    Up and Coming
    September 24, 2014
    btw I love this developer stuff..

    usually when I say stuff people don't take what I say seriously and make a joke about

    some have been doing that here but not all as there are good discussions about what I bring up : )
    Up and Coming
    September 25, 2014
    "AntDX316" wrote:
    if you heard what I listen to at home with the settings I have and hardware to use

    you would stop talking s*

    Creative's snake oil gimmicks like Crystalizer and so on would instakill any HRTF accuracy. Same with CMSS-3D which basically just exagerates channel separation, pumps up the bass, and adds a cheap HRTF. (And any HRTF effect which mixes a surround mix down to stereo is pretty much insufficient by default.) These things are only designed to "sound better", but they're really just no good.

    HRTFs are just a small part of the positioning problem though.

    Getting the reverb mix right is much much more important, and that is something the majority of sound applications currently just don't get right at all.

    Most implementations are just taking the listener output mix and pushing that into the reverb effect. At the very least you should make a separate mix for the reverb input with some estimated room positioning based on room size. (If I remember correctly, Creative even dropped room size etc from the reverb parameters when they replaced EAX with EFX in standard OpenAL.) The relative volume of the direct and reverb of a sound source is a very important cue for distancing.
    Kaetemi | Ryzom Core MMORPG Engine
    Up and Coming
    September 25, 2014
    Nothing else you do will have any significant effect without accurate HRTF, spatializing the direct source is the baseline that everything else builds off of.

    RealSpace3D does also handle reverb by defining room volumes and basic material properties, which will handle the less complex cases. Getting more complex, to the point of handling occlusion well, means you need to simulate diffraction, which gets hugely expensive (in labor and processing) for non-trivial scenes and requires tight game engine integration, preferably with artist-defined scene occlusion geometry like a 3D analog of a nav-mesh. I don't think we will get there for a while.
    Participant
    September 26, 2014
    Non audiophile here. Technologically illiterate when it comes down to sound.

    Do want some sort of good 3D audio for the Rift. So, will a Razer Tiamat 7.1 or a Sony EX300SL be enough?

    Because I suppouse any software solution OVR implements for CV1 will work flawlessly in any decent quality headphones one might have, right?
    And that there won't be any physical interference either.
    AntDX316Author
    Up and Coming
    September 26, 2014
    "kaetemi" wrote:
    "AntDX316" wrote:
    if you heard what I listen to at home with the settings I have and hardware to use

    you would stop talking s*

    Creative's snake oil gimmicks like Crystalizer and so on would instakill any HRTF accuracy. Same with CMSS-3D which basically just exagerates channel separation, pumps up the bass, and adds a cheap HRTF. (And any HRTF effect which mixes a surround mix down to stereo is pretty much insufficient by default.) These things are only designed to "sound better", but they're really just no good.

    HRTFs are just a small part of the positioning problem though.

    Getting the reverb mix right is much much more important, and that is something the majority of sound applications currently just don't get right at all.

    Most implementations are just taking the listener output mix and pushing that into the reverb effect. At the very least you should make a separate mix for the reverb input with some estimated room positioning based on room size. (If I remember correctly, Creative even dropped room size etc from the reverb parameters when they replaced EAX with EFX in standard OpenAL.) The relative volume of the direct and reverb of a sound source is a very important cue for distancing.



    it does make it sound better

    its just their xfi standalone non-PC music playing module is bad

    anyone who uses it would say crystallizer doesn't do much

    but on PC it does
    Up and Coming
    September 26, 2014
    This thread is a joke!!
    Up and Coming
    September 26, 2014
    Almost any "gaming" headphones will simply not work with 3D audio for most people. Especially the "7.1" ones. They do all kinds of filtering that will actively interfere with the software Oculus is using, on top of being generally poor quality in absolute terms.

    It would be equivalent to taking a movie shot in 3D, playing it in 2D, then running it through youtube 2D to 3D conversion. Any actual spatial information is hopelessly lost.
    Participant
    September 27, 2014
    "owenwp" wrote:
    Almost any "gaming" headphones will simply not work with 3D audio for most people. Especially the "7.1" ones. They do all kinds of filtering that will actively interfere with the software Oculus is using, on top of being generally poor quality in absolute terms.

    It would be equivalent to taking a movie shot in 3D, playing it in 2D, then running it through youtube 2D to 3D conversion. Any actual spatial information is hopelessly lost.


    So, if a Razer Tiamat 7.1 isn't good enough to be the complement of an Oculus Rift CV1, there will be VR-oriented headphones/earbuds in the future?
    What kind of gear should non-audiophile, non-exquisite people try to get?