![]() Remote Control: input select, mode select, master volume, mute ![]() Volume Control: analog, motorized Alps RK16812 series potentiometer Outputs: Analog Main L/R, Center, Surround L/R, Subwoofer Inputs: Digital Optical, Digital USB, Analog RCA USB Playback: 16/44.1 to 32/384 supported without drivers on Windows 10, Mac, Linux, Android (any UAC 2 device) with autoswitching to UAC1 for PS4, PS5, and Switch consoles. THD: 114dB, A-weighted, referenced to 2V RMSĭAC: ESS ES9018 with LM4562 I/V and filter stages Gain: 0dB in absence of processing, up to 12dB with processing Topology: fully discrete voltage feedback, high current/high power output for headphone amp THD: 118dB, A-weighted, referenced to 2V RMS But I've never viewed this as a deal breaker, since with repeated exposure, you can adapt to it, and it'll eventually just sound pretty normal.Frequency Response: 20Hz-20Khz, +/-0.02db Now, some people do have problems with subjective quality of virtual surround sound, particularly if the algorithm is simulating the reverb of a room, which does otherwise help with externalization (the sensation that sounds are coming from outside the headphones). In these two areas, you can see objective advantages with working with a virtual 7.1 mix over a regular stereo mix. And if a game were to assume front facing stereo speakers, this would further reduce the amount of directional information from audio panning. When you have discrete front and back channels, it gives you the opportunity to distinguish these directions in situations where a plain stereo mix can not. I'm a big proponent of using virtual surround sound, and I think it would surprise most laypeople how logical the case for using virtual 7.1 over a plain stereo mix is. when these type of options aren't available, then something like virtual 7.1 is needed for similar benefits. These are virtual surround sound settings, so there may well be many high level players using virtual surround sound, which is much more accessible when it is a setting in the game. Overwatch has a "dolby atmos for headphones", pubg has an "hrtf" setting, csgo has hrtf under the "advanced 3d audio processing" setting. How about shroud what's his audio setup? And his previousĦxx is not good for gaming get the 58x instead superior imaging and soundstage much better for gaming or he 4xx with the current sale What does ninja use for Audio setup? How long? They gotta answer to their shareholders, and nothing makes money faster than something that has these 2 things: the 6xx those are great value), but every company can make stupid things. What's not to like? It's not like they're sticking 30$'s worth of hardware and some cheapo trash software for 150$? I use a pair Sennheisers. You say that Sennheiser makes a gaming DAC/AMP. Please give me a couple examples of professional esports players using 7.1 (not just 7.1 compatable, many people use things like the hyperX cloud and stuff like that but they don't enable the 7.1) Wait nvm 7.1 is amazing all the pro gamers use it look at Ninja uses 7.1 oh wait he doesn't what about some real pros they use 7.1 look a shroud he uses it oh wait nvm wait look at any professional gamer they use 7.1 oh wait THEY DON'T. Yeah so terrible theres many different versions of it on the market used by many people plus sennhieser even has its ownīecause all games are great at sound and especially for headphone users lol
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