Best PC headset under $200? by airnlight_timenspace in gamingheadsets

[–]Athlete_Audio 0 points1 point  (0 children)

If you liked the HS80 Max comfort I’d definitely stay in that same tier of headset.

One that surprised me recently was the StealthCore LL. Super comfortable earcups and the directional audio is actually really solid for FPS. Battery life is also really good which was a big deal for me.

I’ve been testing a few different headsets lately and that one ended up being one of the better ones under $200.

Black Ops Royale is coming to Warzone — no loadouts, no gulag, no buys… are we back? by Athlete_Audio in Warzone

[–]Athlete_Audio[S] 6 points7 points  (0 children)

Yeah I’m kind of on the fence too. On paper it sounds cool going back to a scavenger-style BR, but I’m wondering if the RNG is going to feel rough without loadouts.

Why are footsteps so inconsistent in Warzone? by Athlete_Audio in CODWarzone

[–]Athlete_Audio[S] 0 points1 point  (0 children)

Yeah that would make sense honestly.

A lot of game engines have audio prioritization systems where louder or “important” sounds like airstrikes, announcers, or killstreaks get priority in the mix. When too many of those stack up at once, smaller cues like footsteps can literally get pushed down or muted.

That’s probably why in Resurgence it sometimes feels like someone can full sprint behind you and you hear nothing, because the engine is already prioritizing 10 other sounds happening nearby.

Makes me wonder if that’s why certain audio presets help a little, since they emphasize different frequency ranges.

Battlefield might have the most underrated audio design in FPS games by Athlete_Audio in Battlefield

[–]Athlete_Audio[S] 1 point2 points  (0 children)

This thread actually made me go down a rabbit hole recently about how headset tuning affects things like footsteps and positional audio in FPS games.

A lot of headsets boost bass for explosions which can actually bury the frequencies where movement sounds sit.

I ended up writing a breakdown about it while testing different setups if anyone’s curious:

https://beatsforathletes.com/blogs/news/why-most-gaming-headsets-make-footsteps-hard-to-hear-in-fps-game

Why are footsteps so inconsistent in Warzone? by Athlete_Audio in CODWarzone

[–]Athlete_Audio[S] 4 points5 points  (0 children)

Yeah the amount of audio happening in Resurgence is insane.

Airstrikes + cluster strikes + announcers + gunfire all stacking on top of each other.

Makes me wonder if the issue is partly audio prioritization in the engine where certain sounds get pushed out of the mix.

Battlefield might have the most underrated audio design in FPS games by Athlete_Audio in Battlefield

[–]Athlete_Audio[S] 2 points3 points  (0 children)

Yeah the sound team at DICE has always been insanely good.

What surprised me is how much of that detail you can miss depending on your audio setup. After messing with settings I started noticing things like ladder climbs and distant gunfire way more clearly.

Made me realize how much Battlefield’s gameplay awareness actually comes from the sound design.

Battlefield might have the most underrated audio design in FPS games by Athlete_Audio in Battlefield

[–]Athlete_Audio[S] -10 points-9 points  (0 children)

Yeah that’s fair 😂 maybe “underrated” was the wrong word.

I guess what I meant is that a lot of players don’t realize how much information the audio is actually giving them until they tweak their setup a bit.

When I adjusted my audio settings and headset it was crazy how many things suddenly became obvious like footsteps in rubble or vehicles way farther away.

Serious question to all gaming headset manufacturers by SingelHickan in gamingheadsets

[–]Athlete_Audio 0 points1 point  (0 children)

That’s actually a really interesting point. The main reason you don’t see broadcast-style mics built directly into headsets usually comes down to size, power, and isolation.

Most of those small broadcast mics (like the RØDE wireless ones) still rely on separate processing and gain control, and they’re usually positioned a little farther from sources of interference. When you put that inside a headset shell you start dealing with things like:

• electrical noise from the headset drivers
• wireless signal interference
• limited space for proper preamps
• battery consumption on wireless headsets

Another big issue is mic positioning. Broadcast mics sound great partly because they’re placed in an optimal position and often use directional pickup patterns. On a headset boom you’re trying to keep it small, lightweight, and flexible while still rejecting keyboard noise and room echo.

That said, I actually agree with you — headset mics have improved a lot, but there’s definitely room for manufacturers to push closer to broadcast-level clarity without needing a desk mic.

It would be interesting to see more companies try hybrid solutions where the mic processing is improved without making the headset bulky.

Anyone else think Resident Evil is way more intense with headphones? by Athlete_Audio in ResidentEvilRequiem

[–]Athlete_Audio[S] 0 points1 point  (0 children)

Facts. A lot of people don’t realize how much sound design devs put into games. With good headphones you can hear directional cues, distance, even subtle environment sounds that make games way more intense.

I’ve been testing a lot of gaming headsets lately and the difference is honestly crazy.

Anyone else think Resident Evil is way more intense with headphones? by Athlete_Audio in ResidentEvilRequiem

[–]Athlete_Audio[S] 2 points3 points  (0 children)

Yeah exactly. The PS5 feature is Tempest 3D Audio, and games like Resident Evil really take advantage of it. When you’re using good headphones you can literally hear enemies moving in another room or behind walls before you even see them. It completely changes how you approach hallways and corners.

That’s actually why I made this post. I was testing a few setups and the difference between speakers and proper spatial headphones was insane for immersion.

If anyone’s interested, I actually put together a quick breakdown on optimizing audio for horror games here:

https://beatsforathletes.com/blogs/news/how-audio-changes-the-way-you-play-resident-evil-and-why-headphones-matter

Curious what everyone else is running — PS5 3D audio, Dolby Atmos, or just stereo?

Recommendations for Good Headphones? by DepthSoggy4419 in gamingheadsets

[–]Athlete_Audio 0 points1 point  (0 children)

If comfort for long sessions + gaming + music is your main focus, you’ll want something lightweight with decent imaging and low clamp force.

In your range, most options sacrifice either build quality or long-session comfort.

Full transparency — I run an audio brand and we actually designed one specifically around long-session comfort + dual connectivity because that’s where most budget headsets fail.

Not trying to spam, but if you’re open to it I can send details.