Dolby Atmos with headphones

Very limited number? I have 11 speakers and two sub , With unit that does time alignment.
11 speakers still means one covering very sizable chunk of 360 sphere around listener!
Even if we skip below listener area.
Anything beyond that accuracy is just rough aproximation and no better automatically than HRTF.

Accurately modeled HRTF algorithm would actually have easier time than speaker systems by not having to care about acoustics of the listening environment.
(headphone's sound doesn't change depending on room/position inside it, unlike that of speaker)


Atmos is 3d positional. Stereo isn't.
I guess you weren't around in pre-Vista time...
In DirectSound era games could offload sound rendering to sound card, which had access to true 3D sound data from game engine with precise sound source 3D positions around player character.
Most advanced implementations even used rough acoustical models of game environment.
But then Microsoft basically killed game sound advance with Vista.

And no one here is insisting on stereo, but you!
Original source recordings should be really done in some ambisonics format decoupled from playback.
That could then be used for processing any stereo, arbitrary number of speakers surround, or binaural format output depending on need.
 
11 speakers still means one covering very sizable chunk of 360 sphere around listener!
Even if we skip below listener area.
Anything beyond that accuracy is just rough aproximation and no better automatically than HRTF.

Accurately modeled HRTF algorithm would actually have easier time than speaker systems by not having to care about acoustics of the listening environment.
(headphone's sound doesn't change depending on room/position inside it, unlike that of speaker)


I guess you weren't around in pre-Vista time...
In DirectSound era games could offload sound rendering to sound card, which had access to true 3D sound data from game engine with precise sound source 3D positions around player character.
Most advanced implementations even used rough acoustical models of game environment.
But then Microsoft basically killed game sound advance with Vista.

And no one here is insisting on stereo, but you!
Original source recordings should be really done in some ambisonics format decoupled from playback.
That could then be used for processing any stereo, arbitrary number of speakers surround, or binaural format output depending on need.
You're 100% correct. I remember huge improvements were being made to game sound in Windows 98, 2000 and XP days. Then all of a sudden nothing
 
I have been trying it out on pubg and hell let loose this afternoon and I am liking it,,,,direction off enemy fire seems much better. Just wondering now whether to get a set of dt990s to see if they are better than my mmx330. My dac supports up to 200ohms, does that mean that it will not power the dt900 which are 250 ohms?
I have the same dac as you and pairing it with the 250ohm DT990's pro black edition, no crappy coiled cable..
For gaming its powers them quite ok imo
 
@EsaT Is the dt770 the same headphone as the mmx300 less the mic, and if so are the dt990 a better choice if i want to improve my experience
MMX300 is built on DT770, but can't say if sound is precisely same.
Read somewhere that MMX300 is tuned for little less agressive bass.
Which would be good for distinguishing sound sources of fps games with less of boom from explosions.

Anyway if HRTF algorithm has own profile for headphone, that takes its sound signature into account to maintain best accuracy of positional cues.
So for that aspect DT990 might struggle to keep pace.
Embody's Pro audio package supports multiple Beyers including DT990, but haven't gotten any answer if those are supported in gaming software.

As for non-sound difference DT990 would be more comfortable for longer sessions in warmer room.
While MMX300 has more breathing velour pads than usual badly breathing (p)leather pads of closed headphones, that closed back of ear cup still increases heat insulation making ears warm up more.
 
MMX300 is built on DT770, but can't say if sound is precisely same.
Read somewhere that MMX300 is tuned for little less agressive bass.
Which would be good for distinguishing sound sources of fps games with less of boom from explosions.

Anyway if HRTF algorithm has own profile for headphone, that takes its sound signature into account to maintain best accuracy of positional cues.
So for that aspect DT990 might struggle to keep pace.
Embody's Pro audio package supports multiple Beyers including DT990, but haven't gotten any answer if those are supported in gaming software.

As for non-sound difference DT990 would be more comfortable for longer sessions in warmer room.
While MMX300 has more breathing velour pads than usual badly breathing (p)leather pads of closed headphones, that closed back of ear cup still increases heat insulation making ears warm up more.
According to Immerse gaming page the software supports dt990
  • Game with your personalized HRTF: Immerse delivers more realistic and accurate spatial audio by putting "You" into the game.
    • Tuned for beyerdynamic: Enjoy an optimized sound experience for all beyerdynamic headsets.
    Competitive Advantage: Use your ears more effectively in the competitive meta.
    Stream with Spatial Audio: When you stream or record with Immerse, your audience will hear what you hear.


thanks EsaT
 
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According to Immerse gaming page the software supports dt990

• Tuned for beyerdynamic: Enjoy an optimized sound experience for all beyerdynamic headsets.
Technically DT990 isn't even headset, because of lack of microphone.
Same for DT880/990 based TYGR 300 R.

Anyway if you have software installed, that Output Device selection should show available headphone profiles.
 
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