this post was submitted on 20 Nov 2023
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Linux Gaming

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One of the challenges when it comes to switching gaming setups from the Windows world to Linux, is fully-featured hardware support.

The Xbox Wireless Headset + official dongle does a decent job with a lot of bang for the buck. However, It's not (yet) supported by XONE or any other driver. I can connect it via bluetooth, but then it just sounds dull - no surprise!

That's why I'm now looking for a new headset which is approved by the community. It must offer decent (surround-)sound in games.

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[–] Chais@sh.itjust.works 9 points 11 months ago (13 children)

A few of things I'd look out for:

  • Bluetooth protocol. Many Bluetooth headsets switch to a low-bandwidth but full-duplex mode when used as a headset. As a result you can hear and be heard at the same time, but at abysmal quality. Think old phone. You want a headset that supports at least AptX, which supports full-duplex communication at reasonable bandwidth and thus quality.
  • Spatial audio. Don't bother! It's a non-issue that you can replicate in software, with the help of pipewire. I wouldn't spend money on it.
  • I'd stay away from proprietary 2.4GHz connectors and stick with plain Bluetooth, as that doesn't require a specialised driver that possibly requires support from the vendor.
[–] bgtlover@linuxrocks.online 2 points 11 months ago (6 children)

@Chais @n3cr0 how do you replicate that with pipewire anyway? Sure, you can rig up the nodes and all, but are games actually outputting surround nowadays, or how do you benefit from all that work?

[–] n3cr0@lemmy.world 3 points 11 months ago (1 children)

Since pipewire is the default in Nobara (I recently started with it), I hope I don't need to care too much about it (fingers crossed!). What I want to achieve is a realistic feeling of the room accoustics in games. I recently noticed that in Cyberpunk 2077 (windows, with the xbox headset): I could close my eyes and still tell where I am in the game.

[–] bgtlover@linuxrocks.online 3 points 11 months ago

@n3cr0 ahh, I guess that's more or less normal hrtf, which any respectable audiogame can replicate

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