SBX handles this aspect better than the others discussed here. With SBX the exaggeration of the dialogue or whatever highlighted source cue will be less loud although it will probably still be noticeable. But generally it doesn't happen that often and it's tolerable enough to get used to it. With SXFI, the highlighting via volume will usually be mildly to moderately exaggerated, more than you might get in stereo or through true discrete surround and enough to break the immersion a little if you are prone to fixating on such things. You wouldn't be able to hear them in real life but in the game you can because it's a game and the devs are intentionally defying realism for ease of play purposes. Alternatively, perhaps the source is far away and there are lots of other NPCs or competing sources and positional cues in between you. To elaborate, using the previous example, sometimes those mission-relevant real-time NPC dialogues might happen when there is for an obstacle such as a wall between you and the source that should in theory at least moderate the increase in volume of the dialogue somewhat. This is fine and makes sense in theory but can cause problems if poorly mixed, poorly balanced or not thoroughly tested from all camera positions and angles. The games will automatically make these conversations considerably louder than ambient background dialogue, environmental audio fx and other player triggered conversation NPC cycle that are not relevant to objectives. For example, I have played a few games such as Hitman where you might be in an environment and NPCs or targets are having conversations relevant to mission intel and objectives. It also exacerbates and exaggerates poorly mixed (by the game dev) positional cues and sometimes those cues that are intentionally unrealistically imbalanced by the dev for stylistic or practical choices. I also reckon Waves NX is more prone to occasional errors in processing discrete multichannel game audio into VSS and is more easily confused by sudden changes in cue placement. By comparison, both the Mobius and the SXFI Air do all their processing onboard and thus can only receive stereo wirelessly over Bluetooth both require USB wired connections to PC in order to be able to process discrete multichannel source audio into full SXFI / Waves NX.Īs for SXFI vs Waves, I prefer Waves in some ways and SXFI in others but find Waves to be more prone to sudden and incongruous hard panned transitions when the camera perspective shifts around busy or congested audio environments The mobius projects depth very well and headtracking is awesome but its soundstage doesn't always feel spherical due to the aforementioned issues and can on the odd occasion momentarily feel a bit uneven and irregular. If true, that would make it the first new-gen 3D VSS headset to do all that wirelessly system-wide on PC. The SXFI Theater Wireless apparently offers full SXFI processing of discrete multichannel sources via a USB sound stick which acts as a wireless transmitter for the pre-processed SXFI VSS signal and acts as an external sound card too. Click to expand.Honestly? I'd use no-quibble refund/return sellers to buy the Mobius and the new SXFI Theater Wireless headphones, see which you like better, and return the one you don't.
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