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Review: Wireless headsets from Logitech, Audio-Technica, SteelSeries, HyperX and more

With the amount of time you’re spending at home these days, you deserve a better headset. A wireless one that works with your computer and maybe your console as well, with a mic for calls and great sound for games and movies. Fortunately there are a lot to choose from, and I’ve tested out your best options.

I asked the leading audio and peripheral companies to send over their flagship wireless headset, with prices ranging from about $100 to $250. Beyond this price range returns diminish swiftly, but right now that’s the sweet spot for comfort, sound and usability.

For years I’ve avoided wireless headsets because there were too many compromises, but I’m pleased to say that the latency has been eliminated and battery life in the ones I reviewed is uniformly excellent. (NB: If the wireless version feels too expensive, you can often get wired ones for $50-100 less.)

To test the headphones, I used them all for a variety of everyday tasks, from video calls to movies and music (with only minimal EQing to get a sense of their natural sound) to AAA games and indies. None require an app to work, though some have companion software for LEDs or game profiles. I have a fairly large head and medium-sized ears, for what it’s worth. All the headphones are rather bulky, though the angle I shot them at individually makes them look huge — you can see in the image up top that they’re all roughly the same size.

None of these headphones have active noise cancelling, but many offer decent physical isolation to the point where they offer a “monitor” feature that pipes in sound from the outside world — useful if you’re playing a game but waiting for the oven to preheat or something. Only the first set has a built-in mic, the rest have detachable ones of generally solid quality, certainly good enough for streaming and chatting, though for broadcast a separate one would be better. All these headphones use a USB-A style dongle, though the 7P/7X also has a USB-C connector.

SteelSeries 7P/7X – $149

Image Credits: Devin Coldewey / TechCrunch

The 7P and 7X headsets, designed with the PS5 and Xbox Series X in mind (as well as PC) respectively, are my first and most unreserved recommendation.

The standout feature on these is, to me, a truly surprising sound with an almost disturbingly broad stage and clarity. I almost couldn’t believe what I was hearing when I put on some familiar tracks I use for reference. This isn’t a 7.1 simulation or anything like that — but no doubt the gaming focus led to creating a large soundstage. It worked!

I also found the headphones to be very comfortable, with a “ski goggle” strap instead of a per-band adjustment that lets them sit very lightly as well as “remembering” your setting. The spacious earcups rotate for travel or comfort.

The built-in mic is unobtrusive and stows away nicely, but if you’re picky about placement it was a bit floppy to adjust. Many of the other headsets have nicer mics that completely detach — maybe that’s a plus for you, but I tend to lose them.

My main issues with these are that the controls feel cheap and not particularly well laid out. The bottom of the headset is a jumble of ports and buttons and the volume dials don’t have much travel — it’s 0 to 100 in one full swipe. (Volume control is independent from system volume.)

The dongle is different from the others in that it is itself USB-C, but with a USB-A cable attached. That’s good for compatibility, but the cable is three feet long, making it kind of silly to attach to some laptops and whatnot. You could easily get your own short cord, though.

At $150 I think these are an easy recommendation for just about anyone looking at that price range.

Audio-Technica AT-GWL – $250

Image Credits: Devin Coldewey / TechCrunch

The high price on these is partly because they are the wireless version of a headset that also comes wired, so if you want the solid audio performance and comfy fit, you can save some money by going wired.

The sound of the AT-GWLs is rich and naturally has a focus on the upper-mid vocal range, which makes voices in media really pop. I did find the sound a bit confined, which hitting the “surround” setting actually helped with. I know that this sort of virtualization has generally been frowned on, but it’s been a while since these settings have been over the top and distortive. I found surround better for games but not necessarily for music, but it’s very easy to switch on and off.

The headphones are light and adjusted with traditional, no-nonsense metal bands, with a single pad on the top. I would say they are the lightest-feeling pair I tested, with the SteelSeries and Razer coming in just behind owing to some extra weight and bulk. Despite being compact, the AT-GWLs felt airy but not big. The leather-microfiber combo cups are nice, and I think they’ll break in well to provide better isolation over time.

Where they fall short is in the interface. First, a note to Audio-Technica: Turn down the notification noises! Turning the headset on, the mic on or off or hitting the system-independent volume max produces loud, surprising beeps. Too loud!

Second, the buttons and dials are stiff, small and same-feeling. Lifting a hand quickly to turn down the volume (maybe after a huge beep) you may very easily mistake the power switch for the volume dial. The dial also doubles as a button for surround mode, and next to it is a microscopic button to turn on and off the sound of surroundings. It’s a bit of a jumble — nothing you can’t get used to, but considering how nice other headsets on this list made their controls, it has to be said.

HyperX Cloud II wireless – $100

Image Credits: Devin Coldewey / TechCrunch

HyperX (owned by Kingston) wasn’t exactly known for audio until fairly recently, but its previous Cloud headset got the crucial Wirecutter endorsement, and it’s easy to see why. For less money than any of the other headsets in this roundup, the follow-up to that headset (which I’m wearing right now) has excellent sound and isolation.

I was surprised to find a soundstage nearly as wide as the 7P/7X, but with more of a focus on the punchy lower register instead of on detail and placement. My music felt big and close, and the atmosphere of games likewise, more immediately present.

The Cloud II’s controls are simple and effective. The volume dial, tied directly to the system volume, is superb: grippy, with smooth motion and just the right amount of friction, and just-barely-there clicks. There are two good-size buttons, the power one concave and the mic mute (which gives different sounds for muted and active) convex.

It’s unfortunate that they’re not as comfortable, for me anyway, as the others on this list. The cups (though a bit on the warm side) and band are perfectly fine. It’s that there’s little rotation to those cups, meaning there’s no play to accommodate the shape of your head. I don’t know, maybe it’s just my big dome, but they were noticeably tighter at the front of my ear than the back, so I was constantly adjusting or trying to twist them.

I’ll say this: If they add a bit more adjustment to the cups, these would be my default recommendation over the 7P/7X. As exciting as the SteelSeries sound is to me, the Cloud IIs seem more like what people expect, and are $50 cheaper.

Logitech G-733 – $130

The matte texture of the G733s had a weird interaction with my camera — they don’t look speckly IRL. Image Credits: Devin Coldewey / TechCrunch

These are Logitech’s streamer-friendly, color-coordinated, LED-sporting set, but they’re better than the loud design would suggest.

The sound is definitely gaming-forward, with a definite emphasis on the low end and a very central, present sound that was a lot like the Cloud II.

To be honest, I was not expecting the G733s to be very comfortable — their stiff plastic look suggested they’d creak, weigh down my ears and crush my noggin. But in fact they’re really light and quite comfy! There’s a lot of play in the positions of the earcups. The fit is a little odd in that there’s a plainly inferior version of the 7P/7X’s “ski goggle” strap that really only has four settings, while the cups slide up and down about two thirds of an inch. It was just enough to accommodate my (again, apparently very large) head.

The mic boom is rather short, and sadly there is no indicator for when the mic is on or off, which is sometimes a minor inconvenience and sometimes a major pain. You can tell from the sound the mute button makes, though.

The volume dial is nice and smooth, though the “clicks” are really far apart. I like the texture of it and the mic mute button, the power button not so much. But it works.

The colors may not be to everyone’s liking, but I have to hand it to Logitech for going all the way. The headset, mic and even the USB dongle are all the same shade, making it much easier to keep track of them in my growing pile of headphones and widgets.

Logitech Pro-X – $200

Image Credits: Devin Coldewey / TechCrunch

Currently Logitech’s most premium set of gaming headphones, the Pro-X abandon the bright, plasticky look of its other sets and goes for understated and black.

The sound of the Logitech is big and very clear, with almost a reference feel in how balanced the bands are. I felt more presence in the mid-lows of smart bass-playing than the other sets. There is a “surround” feel that makes it feel more like you’re in a room of well-configured speakers than headphones, something that I think emerges from a de-emphasis of the center channel. The media is “out there,” not “in here.” It’s not a bad or a good thing, just distinct from the others.

The controls are about on par with the Cloud II’s: a nice frictiony volume wheel controlling system volume, a nice mic toggle button and a fairly meaty on-off switch you’re unlikely to trip on purpose.

Also like the Cloud IIs, there is no rotation to the earcups, making them less comfortable to me than the ATs and SteelSeries, and Logitech’s cheaper G-733s. A larger head than my own, if that’s possible, would definitely feel clamped. I do think these would wear in well, but all the same a bit of play would help a lot.

The external material, a satinized matte plastic, looks truly lovely but is an absolute fingerprint magnet. Considering you’ll be handling these a lot (and let’s be honest, not necessarily with freshly washed hands), you’re going to need to wipe them down rather more than any of the others I tested.

Razer Blackshark V2 Pro – $180

Image Credits: Devin Coldewey / TechCrunch

The understated Razer Blackshark V2 Pro soon became my go-to for PC gaming when the SteelSeries set was attached to the PS5.

Their sound is definitely gaming-focused, with extra oomph in the lows and mid-lows, but music didn’t sound overly shifted in that direction. The soundstage is full but not startlingly so, and everything sounded detailed without being harsh.

The Razers look heavy but aren’t — it varies day to day but I think they’re definitely competing for “most comfortable” with the A-Ts and SteelSeries. The cups feel spacious and have a nice seal, making for a very isolated listening experience. Adjustment is done with the wires attached to the cups, which is nothing special — I kind of wish this setup would let you adjust the cant as well as the height. The material is like the Logitechs — prone to fingerprints, though a little less so, in my experience.

Their controls are very well designed and laid out, all on one side. The protruding (system-independent) volume knob may seem odd at first but you’ll love it soon. The one big notch or click indicates exactly 50%, which is super useful for quick “calibration,” and turning the knob is smooth yet resistant enough that I never once accidentally changed it. Meanwhile there are conveniently placed and distinguishable buttons for mute and power, and ports for the detachable mic, charge cord and 3.5mm input.

I’m hard pressed to think of any downsides to the Blackshark except that it doesn’t work with consoles.

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VCs and startups consider HaaS model for consumer devices

I’ve been following consumer audio electronics company Nura with great interest for a few years now — the Melbourne-based startup was one of the first companies I met with after starting with TechCrunch. At the time, its first prototype was a big mess of circuits and wires — the sort of thing you could never imagine shrunk down into a reasonably sized consumer device.

Nura managed, of course. And the final product looked and sounded great; hell, even the box was nice. If I’m lucky, I see a consumer hardware product once or twice a year that seems reasonably capable of disrupting an industry, and Nura’s custom sound profiles fit that bill. But the company was unique for another reason. A graduate of the HAX accelerator, the startup announced NuraNow roughly this time last year.

Hardware as a service (HaaS) has been a popular concept in the IT/enterprise space for some time, but it’s still fairly uncommon in the consumer category. For one thing: A hardware subscription presents a new paradigm for thinking about purchases. That is a big lift in a country like the U.S., which spent years weaning consumers off contract-based smartphones.

That Nura jumped at the chance shouldn’t be a big surprise. Backers HAX/SOSV have been proponents of the model for some time now. I’ve visited their Shenzhen offices a few times, and the topic of HaaS always seems to come up.

In a recent email exchange, General Partner Duncan Turner described HaaS as “a great way to keep in contact with your customers and up-sell them on new features. Most importantly, for startups, recurring revenue is critical for scaling a business with venture capital (and will help appeal to a broad set of investors). HaaS often has a low churn (as easier to put onto long-term contracts).”

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Razer targets gamers with low latency wireless earbuds

Everyone’s in the wireless earbuds business these days. Razer, never one to be left out of a trend, is entering the category this week with Hammerhead True Wireless, a pair of fully wireless earbuds targeting its core demographic of gamers.

Where the headphones set to distinguish themselves from the chattering masses of competitors is a focus on low latency. Anyone who’s ever attempted to use earbuds for gaming purposes knows that lag is an issue with a majority of the products on the market. Understandably so, as most are far more focused on music playback and therefore prioritize other features instead.

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To achieve this, the company has tweaked Bluetooth 5.0 to offer a Gaming Mode with 60ms, according to the company’s numbers. What’s more, Razer’s offering them up at an extremely reasonable $100, less than even Amazon’s new Echo Buds — not to mention Apple’s pricey AirPods Pro, which were announced earlier this week.

On paper, at least, the specs are solid for the price point, including a decent (but far from exceptional) three hours of battery life on the buds, for 15 total hours with the charging case factored in. The headphones also feature the standard array of touch controls for playing and pausing music. Honestly, aside from gaming mode, they’re an otherwise pretty standard pair of earbuds from the looks of it. 

The Hammerheads are available now through Razer’s site.

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Sennheiser debuts its first wireless gaming headset, the GSP 670

During Computex last week, Sennheiser gave media a sneak peek at its first wireless gaming headset, the GSP 670, slated to ship starting at the beginning of next month.

The GSP 670 retails for €349 (about $393), significantly pricier than other popular wireless gaming headsets (as well as its wired predecessor, the Sennheiser GSP 600, priced at $249.95). Sennheiser is hoping its features, as well as the company’s reputation for excellent sound quality and comfortable headsets, will convince gamers to take the plunge. (When I tried on a pair at Computex, it delivered on wearability, connection speeds and audio quality, but of course it is hard to tell how headsets will feel and sound after hours of gaming, versus a few minutes of testing.)

Despite the freedom afforded by wireless, many gamers stick with wired headsets to avoid reductions in sound quality and connection speeds or having to worry about battery levels, issues that Sennheiser addresses with the GSP 670’s features. Like other wireless headsets, the GSP 670 needs to be connected to a wireless dongle. Each one comes with a GSA 70 compact USB dongle with proprietary technology that Sennheiser developed to ensure a low-latency connection it promises transmits sounds with “near-zero delay.” The USB is compatible with PCs and the Sony PlayStation 4. The GSP 670 also has Bluetooth, so users can pair it with their smartphones and tablets, as well.

The GSP 670’s microphone is noise-cancelling and can be muted by raising the boom arm. The headset has two volume wheels to allow users to control chat audio and game audio separately. Gamers can also adjust the audio on the GSP 670 with Sennheiser’s Gaming Suite for Windows, a software tool that lets users switch between audio presets or customize sound levels, and also includes surround sound modes and an equalizer.

In terms of battery, Sennheiser claims the GSP 670’s quick-charging battery can run for two hours after a seven-minute charge. When fully charged, it says the battery can last for up to 20 hours on Bluetooth and 16 hours when connected via the GSA 70 dongle. The headset has automatic shutdown to save power.

The GSP 670 is currently available for pre-order on Sennheiser’s website and will ship beginning on July 1.

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Sorry Apple, I’m still not ready to upgrade my iPhone

Last week, in light of Apple’s revised revenue guidance, my TC colleague Ron Miller made a tongue-in-cheek apology for taking so long to upgrade his old iPhone.

He wrote that he had finally bitten the bullet and shelled out to upgrade a more than three-years-old (but still working) iPhone 6 for a shiny new iPhone XR ($750+) — deciding at the last minute to spare his wallet the full $1,000 whack for the top of the range iPhone XS. 

Ergo, even the famous Apple premium only stretches so far.

I bring even less good news for the company. I still can’t bring myself to upgrade my (still working but now heavily creaking on the battery and storage front) iPhone 6s because — and here’s my line — Apple removed the headphone jack. Which is absolutely an affront to usability and choice.

My (petite) ears do not conform to the one-size-fits-all shape Cupertino uses for its bundled earbuds. So even if the earbuds weren’t low audio quality, I still couldn’t use them. Headphones that you have to walk around holding in your ears because otherwise every twist and head turn pops them right back out again are, to put it politely, not very useful.

And, yes, this also applies to wireless AirPods — even if I wanted to give Apple more money to be forever stuck having to charge a pair of headphones before being able to use them, which frankly doesn’t sound very smart to me.

On the earbuds front, Apple does not cater to petite people, period. I have to use in-ear headphones, with replaceable rubber caps that come in a range of sizes (typically requiring the tiniest of the bunch). This means a 3.5mm jack, which lets me use my own choice of appropriately sized headphones, is not optional but essential.

A 3.5mm jack also lets me invest in higher audio quality kit, should I choose to.

Apple has other ideas, however. And judging by its own messaging at the time it ditched the headphone jack, it presumably thinks I should bravely ram its earbuds in my undersized ears anyway. Er, no thanks!

Of course, I could upgrade and just plug in a dongle to (re)convert the Lightning port into the necessary 3.5mm headphone jack. But that’s yet another dongle tax ($9) I shouldn’t have to pay.

iPhones are a premium product, after all. Having to buy extra accessories that are actually essential to get you back to where you were doesn’t feel like progress. (A better word for these irritating wallet-gougers would be “unnecessaries.”)

Add to that there is of course the sheer irritation and hassle of having to remember to have the stupid thing with you whenever you want to use your headphones.

While, for those into Apple aesthetics, dongles are of course 100 percent pure eyesore.

Also — an extra kicker — the Apple Lighting to 3.5mm converter doesn’t appear to play nice with third-party remotes. So your headphones’ physical volume control is probably going to be glitchy… (just check out all these 1-star reviews).

I won’t get started on Apple also vanishing the SD card port from the MBA. But the expense and hassle of trying to deal with that SNAFU, following a work laptop upgrade, has put me right off the prospect of “courageously” forgetting about other ports that I really need to use.

Nor am I the only TCer affronted by Apple ditching the headphone jack. My colleague Greg Kumparak wrote in December that he’s still missing the 3.5mm port two years later. “It enabled happy moments and never got in the way,” he lamented of the missing jack.

Safe to say, no one is ever going to bemoan the lack of a dongle like that.For TC’s Miller, he was finally pushed to upgrade his trusty old iPhone because of a bad battery and a glitchy recharge cable.

My own iPhone 6s has also tipped over into bad battery territory. The original battery was replaced in 2017 (after being in a faulty bunch for which Apple offered free replacements). But the other day the phone experienced its first “unexpected shutdown” — and a pop-up informed me Peak Performance Capability had been switched on.

Aka the performance management feature Apple got in some hot water with consumer groups for not being clear enough about previously. So there’s now an option to disable this in iOS settings.

I could also, of course, pay to replace the battery. Which would be a lot cheaper than a new iPhone. Or else — even cheaper — just carry a spare battery pack.

So which is less hassle to remember? A spare battery or a headphone dongle?

At least a battery pack extends the daily longevity of the handset, which feels like it’s offering some added utility (with the bonus social feature of being able to offer to juice up friends’ devices on-demand).

I’d certainly much prefer to keep a spare battery pack in my bag when I leave the house than always be trying to remember where on earth I left the dumb headphone dongle.

Ignoring Apple’s customary fraying charger cables (which can just be replaced), the other issue I’m facing with my current iPhone is storage. It’s almost full.

Apple offers cloud storage for a fee (after a small amount of free space). But I could also delete stuff I’m not using and buy an external hard drive for storing iPhone photo content (which is what’s taking up the most space) and offload the data to that.

Then I could wipe the iPhone 6s clean and start again.

Frankly the prospect of a rebooted iPhone 6s, which (battery wobbles aside) otherwise still works fine, is more appealing than paying a premium for an otherwise not so different handset which will, in certain key aspects, be less welcoming and useful to me than the one I already own.

It’s almost the more environmentally friendly choice, of course. And let’s not forget that lots of dongles = lots more unnecessary e-waste. So imposed dongle hell is bad for the planet too.

One size never fits all, but when combined with an upwardly inflating Apple premium, the Cupertino philosophy is starting to feel increasingly awkward — while “reuse don’t replace” feels more and more normal.

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Two years later, I still miss the headphone port

Two years ago, Apple killed the headphone port. I still haven’t forgiven them for it.

When Apple announced that the iPhone 7 would have no headphone port, I was pretty immediately annoyed. I figured maybe I’d get over it in a few months. I didn’t. I figured if worse came to worse, I’d switch platforms. Then all of the other manufacturers started following suit.

This, of course, isn’t a new annoyance for me. I’ve been hating headphone adapters on phones right here on this very website since two thousand and nine. For a little stretch there, though, I got my way.

It was a world full of dongles and crappy proprietary audio ports. Sony Ericsson had the FastPort. Nokia had the Pop-Port. Samsung had like 10 different ports that no one gave a shit about. No single phone maker had claimed the throne yet, so no one port had really become ubiquitous… but every manufacturer wanted their port to become the port. Even the phones that had a standardized audio jack mostly had the smaller 2.5mm port, requiring an adapter all the same.

Then came the original iPhone with its 3.5mm headphone port. It was a weird recessed 3.5mm port that didn’t work with most headphones, but it was a 3.5mm port! Apple was riding on the success of the iPod, and people were referring to this rumored device as the iPod Phone before it was even announced. How could something like that not have a headphone port?

Sales of the iPhone started to climb. A few million in 2007. Nearly 12 million in 2008. 20 million in 2009. A tide shifted. As Apple’s little slab of glass took over the smartphone world, other manufacturers tried to figure out what Apple was doing so right. The smartphone market, once filled with chunky, button-covered plastic beasts (this one slides! This one spins!), homogenized. Release by release, everything started looking more like the iPhone. A slab of glass. Premium materials. Minimal physical buttons. And, of course, a headphone port.

Within a couple years, a standard headphone port wasn’t just a nice selling point — it was mandatory. We’d entered a wonderful age of being able to use our wired headphones whenever we damn well pleased.

Then came September 7th, 2016, when Apple had the “courage” to announce it was ditching the 3.5mm jack (oh, and also by the way check out these new $150 wireless headphones!).

Apple wasn’t the first to ditch the headphone port — but, just as with its decision to include one, its decision to remove it has turned the tide. A few months after the portless iPhone 7 was announced, Xiaomi nixed the port on the Mi 6. Then Google ditched it from its flagship Android phone, the Pixel 3. Even Samsung, which lampooned Apple for the decision, seems to be tinkering with the idea of dropping it. Though leaks suggest the upcoming Galaxy S10 will have a headphone port, the company pulled it from the mid-range A8 line earlier this year. If 2016 was the year Apple took a stab at the headphone jack, 2018 was the year it bled out.

And I’m still mad about it.

Technology comes and goes, and oh-so-often at Apple’s doing. Ditching the CD drive in laptops? That’s okay — CDs were doomed, and they were pretty awful to begin with. Killing Flash? Flash sucked. Switching one type of USB port for another? Fine, I suppose. The new USB is better in just about every way. At the very least, I won’t try to plug it in upside down only to flip it over and realize I had it right the first time.

But the headphone jack? It was fine. It stood the test of time for one hundred damned years, and with good reason: It. Just. Worked.

I’ve been trying to figure out why the removal of the headphone port bugs me more than other ports that have been unceremoniously killed off, and I think it’s because the headphone port almost always only made me happy. Using the headphone port meant listening to my favorite album, or using a free minute to catch the latest episode of a show, or passing an earbud to a friend to share some new tune. It enabled happy moments and never got in the way.

Now every time I want to use my headphones, I just find myself annoyed.

Bluetooth? Whoops, forgot to charge them. Or whoops, they’re trying to pair with my laptop even though my laptop is turned off and in my backpack.

Dongle? Whoops, left it on my other pair of headphones at work. Or whoops, it fell off somewhere, and now I’ve got to go buy another one.

I’ll just buy a bunch of dongles, and put them on all my headphones! I’ll keep extras in my bag for when I need to borrow a pair of headphones. That’s just like five dongles at this point, problem solved! Oh, wait: now I want to listen to music while I fall asleep, but also charge my phone so it’s not dead in the morning. That’s a different, more expensive splitter dongle (many of which, I’ve found, are poorly made garbage).

None of these are that big of a deal. Charge your damned headphones, Greg. Stop losing your dongles. The thing is: they took a thing that just worked and just made me happy and replaced it with something that, quite often, just bugs the hell out of me. If a friend sent me a YouTube link and I wanted to watch it without bugging everyone around me, I could just use whatever crappy, worn out headphones I happened to have sitting in my bag. Now it’s a process with a bunch of potential points of failure.

“But now its water-resistant!” Water-resistant phones existed before all of this, plenty of which had/have headphone ports. As a recent example, see Samsung’s Galaxy S9 with its IP68 rating (matching that of the iPhone XS).

“But it can be slimmer!” No one was asking for that.

“But the batteries inside can be bigger!” The capacity of the battery barely jumped in the years from the 6S to the 8 — from 1,715mAh to 1,821mAh. It wasn’t until a few years later with the iPhone X, when the standard iPhone started getting wider and taller, that we saw super big jumps in its battery capacity.

Will this post change anything? Of course not. Apple blew the horn that told the industry it’s okay to drop the headphone port, and everyone fell right in line. The next year — and the year after that — Apple sold another 200 million-plus phones. At this point, Apple doesn’t even bother giving you the headphone adapter in the box. Apple’s mind is made up.

But if you’re out there, annoyed, stumbling across this post after finding yourself with a pair of headphones and a smartphone that won’t play friendly together in a pinch, just know: you’re not the only one. Two years later, I’m still mad at whoever made this call — and everyone else in the industry who followed suit.

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Apple could be working on AirPods-like over-the-ear headphones

 According to KGI analyst Ming-Chi Kuo and Apple Insider, Apple could be working on a brand new pair of wireless headphones for later this year. While the company already owns Beats, those over-the-ear headphones could be sold under the Apple brand. It seems like the AirPods are a success, and the company wants to capitalize on this market. The new headphones would feature the same convenience… Read More

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In 2018 the headphone jack is a rare beast

 The wireless industry is currently rolling out the latest and greatest at Mobile World Congress. Nineteen phones were announced around this industry event including the latest from Samsung, Sony, Nokia and LG. These are the phones that the manufacturers will push on consumers in 2018. The 3.5mm jack is available on the vast majority of the phones though the 3.5mm jack should only be… Read More

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B&O’s Beoplay E8 totally wireless earbuds really are the total package

 Bang & Olufsen’s headphones tend to stand out from the crowd, and their new fully wireless mode, the Beoplay E8, is no exception. The E8 is easily the best totally wire-free headphone I’ve used thus far, with comfortable earbuds that should fit regardless of your ear shape, good battery life of around four hours per charge and the best sound quality of any true wireless buds… Read More

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No, really, the headphone jack is more useful than you think!

apple-liveblog0573 Apple today announced that the newest generation iPhone will do away with the headphone jack. Obviously sad if you just bought an expensive new pair of headphones, but the interface is used for a lot more than just pumping phat beats down your ear tunnels. From filmmakers to concerned parents, there’s a rich ecosystem of “appcessories” that use the headphone port for… Read More

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