Read more.Quote:
New headset leverages Razer HyperSense haptics technology for deeper immersion.
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Read more.Quote:
New headset leverages Razer HyperSense haptics technology for deeper immersion.
Some reviews:
https://www.pcworld.com/article/3306...te-review.html
https://www.soundguys.com/razer-nari...-review-19718/
For gaming the haptic feedback sounds pretty awesome.
The last Razer headset I listened to were horrible ! The bass was drowning all the other sounds.
No for me, I'll be priced out anyway.
Sennheiser FTW
Razer sound quality, or lack thereof, combined with a buzzing rumble upside your head?
No thanks.
A lot of what they're raving about is best done with a higher 'impact' on the sound, rather than a buzzing, bassy vibration. The only real exception is if you're watching a YouTube vid of a rave or some Kev's car with the boot speakers cranked up too high.
WoW, this should be of little effect on the markets options for wireless headsets
That Sound Guys review is terrible! They only talk about the sound at the very end of the review, and don't make any mention about bass quality!
It seems these headphones rely on bass for the haptic, but bass intensity is an interesting thing with gaming headphones... I use Beyerdynamic MX300 headphones which are relatively light on bass (it is still there, just not like many headphones on the market), thus I can hear footsteps over explosions (good in online FPS) and I don't get heating fatigue during long gaming sessions. I admit though that slightly more bass is nice in driving games and single player games, but fatigue is still a factor... That said, I have a set of Audio Technica headphones for those games.
My point is, what sound profile is best for gaming, and should gaming headphones offer different selectable sound profiles?
1/. Yes, you want variable profiles. Gaming headphones are typically quite bad for movies and even worse for music, because their setup leans so far toward one use. Without those profiles, it'sjust down to teh best setup you can figure on your PC settings (or those of your DAC/Amp/whatever if you add such things to your rig).
2/. Impact. I forget what it's actually called, as I'm not that much of an audiogeek, but basically there's a frequency range or summat that governs how 'hard' a sound hits your ears. In the case of headphones, it's more about the speaker capabilities rather than just the bass.
For example, when I whack a proper hefty rimshot off my snare drum, you should be recoiling slightly and going, "Owww". Same for when I discharge a firearm - The sound itself is quite tinny, but hits your ears hard... gaming headphones would have it instead as a big, bass-ridden BOOOOOOOOOMMMMMMMMmmmmmmm, instead of the *crack* it actually makes.
Hopefully someone more techy will explain ^this stuff better than I can.
I thought for sound there is only amplitude and wavelength?
Are these for when you want to continue swearing at people after your mum's called you down for your tea?
:naughty:
There is also sound pressure, which I believe is what causes the actual 'impact' in things when they hit your ears.
Some decent headphones will specify their range for whatever it is... It was explained to me once, I just can't recall what the variable 'thing' is that governs it.