How does the OSSIC X measure up to competitors?

The OSSIC X is truly delivering breakthrough 3D audio performance. The buzz surrounding it has led some gaming headphones to claim 3D and VR capability for marketing purposes, but when put through the rigorous testing we subject our product to, you can see that they miss the mark, literally. 

Over the past month and a half we've continued to refine our internal subjective test processes and tools. The data collected from these tests has allowed us to accurately judge how our tech has been improving day by day. Today we're excited to share some of those results with you. 

OSSIC X 3D Localization Accuracy Test & Results

For this study, participants were played sounds from one of 20 locations, and were asked to indicate which virtual speaker they heard the sound coming from. In the graphs, the open black circle indicates the target location and the size of the red solid dot indicates the % of incorrect results, or a location where the headphone under-performed or failed. The OSSIC X is significantly more accurate across all locations, around / above / below. We are starting from a high performance bar, and are using fine-tuning tests like this one to make sure the performance is best in class for all listeners, and for all content.

See below for testing data and images of the testing process. 

3D Localization Results: The listener is positioned at the center of 20 speakers.  Open black circle is the target location, solid red is the % of incorrect answers. If the black circle is filled red, it means that the location is incorrect for all testers. The OSSIC X, on the left, shows few errors. The 7.1 gaming headphone is failing for all speaker locations. 

3D Localization Results: The listener is positioned at the center of 20 speakers.  Open black circle is the target location, solid red is the % of incorrect answers. If the black circle is filled red, it means that the location is incorrect for all testers. The OSSIC X, on the left, shows few errors. The 7.1 gaming headphone is failing for all speaker locations. 

Screencapture of listening test in VR. User must select appropriate sphere based on where they believe sound is coming from.

Screencapture of listening test in VR. User must select appropriate sphere based on where they believe sound is coming from.

OSSIC X seen with HTC Vive. Our subjective testing in VR is used to measure 3D audio accuracy.

OSSIC X seen with HTC Vive. Our subjective testing in VR is used to measure 3D audio accuracy.