Reviewed on Jun 04, 2018 , Marc Henney, Yannick Khong

Sennheiser Game One (G4ME One) Gaming Headset
HEADPHONES REVIEW

Usage Ratings - Version 1.2
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Test Benches: test

  • 1.2: Winter 2018
  • 1.1: Summer 2017
  • 1.0: Winter 2017
  • 0.9: Winter 2016
6.3
Mixed Usage
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What it is This is the combination of the different use cases to evaluate how versatile the headphones are. Therefore an everyday headphone should be well-rounded enough to adapt to most situations and environments without significant losses in sound quality, design ergonomics or isolation.
Score components:
7.9
Critical Listening
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What it is The level of audio fidelity a headphone can reproduce. Therefore a balanced and true representation of bass, mids, treble, soundstage and imaging, as well as a comfortable listening experience, is essential for critical listening.
Score components:
5.2
Commute/Travel
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What it is How well the headphones handle the loud environments involved in commuting or traveling. Therefore your listening experience should be comfortable, hassle-free and as isolated from noise as possible.
Score components:
5.8
Sports/Fitness
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What it is How well-adapted the headphones are, to use while doing sports or strenuous exercise. Therefore the headphones should not be too cumbersome and deliver a stable and comfortable listening experience.
Score components:
5.7
Office
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What it is How well the headphones can deliver a comfortable and isolated listening experience in an office-like environment. They should not leak much and should block the noise of a busy office.
Score components:
6.0
Home Theater
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Score components:
7.4
Gaming
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Score components:
Type : Over-ear
Enclosure : Open-Back
Wireless : No
Noise-Cancelling : No
Mic : Yes
Transducer : Dynamic

The Sennheiser Game One is a simple and comfortable gaming headset with a great sound quality. These headphones have a wired design so they suffer in range but have practically no latency, making them suitable for both gaming and watching movies. They also have open ear cups which is relatively rare for gaming headsets. This gives them a better soundstage but makes them even less suitable for loud environments and outdoor use. Unfortunately, they lack a few active features compared to other gaming headphones in their price range.

See our recommendations for the best Gaming Headphones.

Test Results
Design 6.8
Sound 8.0
Isolation 2.5
Microphone 8.8
Active Features 0
Connectivity 5.5
Pros
  • Open and balanced audio reproduction.
  • Great microphone quality.
  • Comfortable fit.
Cons
  • Poor noise isolation.
  • Slightly bulky and cumbersome design.
  • High leakage.
Update 2/16/2018: Converted to Test Bench 1.2.

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6.8

Design

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Score components:
Sennheiser Game One Design Picture

The Sennheiser Game One have a straightforward design that looks somewhat similar to the HD 598. They're very comfortable headphones with large, spacious ear cups, and ample padding that feels pleasant to wear for long gaming sessions. They're also very easy-to-use since they only have a simple volume dial and a mute switch embedded in the Mic swiveling mechanism. Unfortunately, this control scheme feels a bit lacking compared to other gaming headsets. Also, since you can't remove the mic, and they're not really stable, they won't be the best headphones to use outdoors.

Style
Sennheiser Game One Design Picture 2

The Sennheiser Game One look somewhat similar to the HD 598 or an open HD 380 Pro which we haven't yet reviewed. They come in two color schemes; an all-black variation and a two-tone black and white scheme that's a bit more flashy. The microfiber padding on both the headband and the ear cups give them a more high-end appeal although they do not have the versatility of having a removable mic so that you can use them outdoors like regular headphones.

8.0 Comfort
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What it is: Adjustability and degrees of freedom, pressure, stiffness and weight.
When it matters: When the headphones are going to be used for long durations.
Score components: Subjectively assigned
Sennheiser Game One Comfort Picture
Weight : 0.6 lbs
Clamping Force
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What it is: The force that the headphones exert on your head, once you have them on. This is purely a measurement of the force applied, which does not take into account the earpad's surface area and the resulting pressure you will feel, on or around your ears.
When it matters: The tighter the headphones, the more force they put on your head. This can get uncomfortable or cause pain and soreness during long listening sessions.
:
0.9 lbs

The Game One headphones are similar in fit and size to the super comfortable Sennheiser HD 598. They're a bit tighter on the head than the 598 but the ear cups are large and fit well around most listeners' ears. The headband and the ear cups are also well-padded and covered in a microfiber fabric that feels soft and pleasant on the skin. They're not as comfortable as the HD 598 but you can wear these headphones for hours and not feel any fatigue, making them suitable for long gaming sessions.

5.9 Controls
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What it is: The control scheme of the headphones, the number of functions provided, button layout and ergonomics as well as the quality of tactile feedback.
When it matters: If you want to control volume, pause your music or make phone calls without directly interacting with your audio device.
Sennheiser Game One Controls Picture
Ease of use : Average
Feedback : Above-average
Call/Music Control : No
Volume Control : Yes
Microphone Control : Yes
Channel Mixing
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What it is: Being able to mix audio channels directly on the headphones.
When it matters: This is most useful when using a separate chat software so that you can mix in-game audio and chat audio depending on your needs.
:
No
Noise Canceling Control : N/A
Talk-Through : N/A
Additional Buttons : No

The Sennheiser Game One have a very basic but easy to use control scheme. They have a volume dial and a mute switch embedded in the Mic swiveling mechanism (i.e. placing the mic in the upright position will disable it). Unfortunately, the volume dial doesn't have any distinct notches to better set your preferred volume level, and the overall control scheme feels a little lacking in features when compared to other gaming headsets and more casual everyday headphones.

7.0 Breathability
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What it is: How hot the headphones get when you wear them for an extended period of time.
When it matters: If you often have long listening sessions or use your headphones while doing physical activities like running or working out.
Score components:
Sennheiser Game One Breathability After Picture
Avg.Temp.Difference : 4.1 C

These headphones are fairly breathable thanks to their open-back design and porous ear cup pads. They won't be the ideal choice for sports since they are not designed for that use case and will make you sweat during intense exercises. However, for gaming and casual listening, they are a lot more breathable than most gaming headsets.

5.4 Portability
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What it is: The volume of space occupied by the headphones when folded into their most compact format.
When it matters: If you're often on the move and need to carry your headphones in a bag, purse , or pocket.
Score components:
Sennheiser Game One Portability Picture
L : 7.5 "
W : 7 "
H : 4 "
Volume : 211 Cu. Inches
Stand required : N/A

The Sennheiser Game One, like most gaming headphones, are not really portable. They're bulky and do not fold up into a more compact format. The ear cups also do not lay flat, making for a cumbersome and difficult to carry headphone. Unfortunately, they do not come with a case or pouch, which is slightly disappointing.

0 Case
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What it is: The provided carrying options to protect your headphones when transporting them.
When it matters: To prevent damaging your headphones, if you often carry them in your bag or pocket.
Score components: Subjectively assigned
Type : No case
L : N/A
W : N/A
H : N/A
Volume : N/A

These headphones do not come with a case.

7.5 Build Quality
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What it is: Durability, material quality, cheap/expensive feel.
When it matters: When the headphones are going to be used by multiple users (classes/studios), by children, in tough conditions, on a daily basis, or for exercise.
Score components: Subjectively assigned
Sennheiser Game One Build Quality Picture

The Sennheiser Game One headphones feel sturdy enough that they won't break from a few accidental falls. The headband is flexible and has a wide metal frame for support but it's also a bit creaky. Also the plastic casing covering the headband looks and feels a little cheap. On the upside, the ear cups are dense and durable and the padding material used in their build quality feels high-end. However, like the similarly designed HD 598, the hinges are the most susceptible points and may not be as durable as the rest of the build quality.

6.5 Stability
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What it is: How the headphones are designed to prevent them from slipping off your ears or falling off your head.
When it matters: If you plan on using the headphones while doing sports or other physical activities that requires a lot of movement.
Score components: Subjectively assigned
Sennheiser Game One Stability Picture

The Sennheiser Game One headphones are slightly more stable than the HD598 because they are tighter on the head but have the same issue. They should be fine for gaming and casual listening sessions but they will easily move and sway if you wear them while doing physical exercises. This makes them not suitable for sports but on the upside, they have a detachable cable that easily disconnects if it gets hooked on something.

Cable
Sennheiser Game One Cable Picture
Detachable : Yes
Length : 9.4 ft
Connection : 1/8" TRS

They come with a 1/8"TRS headset y-splitter cable.

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Headshots 1
Headshots 2
8.0

Sound

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What it is: How accurately the audio is reproduced. The tests are performed with the headphones' most commonly used features enabled (noise-cancelling, wireless, etc.)
Sennheiser Game One Frequency Response

The Sennheiser Game One is a very good sounding open-back over-ear gaming headset. These headphones have a consistent bass with a good amount of body and punch, a very good and even mid-range which produces clear vocals, and an excellent and well-balanced treble. However, their bass lacks a bit of sub-bass which may also distort under loud volumes, and their mid-range is slightly overemphasized, adding a bit of muddiness to the overall sound.

7.7 Bass
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What it is: Frequency Response from 20Hz-250Hz
When it matters: When the material is heavy on bass frequencies, such as those of kick drums and bass guitar.
Score components:
Sennheiser Game One Bass
Std. Err.
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What it is: The amount of deviation (weighted standard error) in bass frequency response (20Hz-250Hz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) bass performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
2.85 dB
Low-Frequency Extension
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What it is: The lowest frequency at which the frequency response reaches -3dB of the target response.
When it matters: Shows how extended the bass is.
Good value: <40Hz
Noticeable difference: 5Hz
:
53.39 Hz
Low-Bass
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What it is: The average amount of over/under-emphasis in frequency response from 20Hz-60Hz.
When it matters: Kick drums and low frequency effects get their 'thump' from this range. Mostly felt than heard.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-5.18 dB
Mid-Bass
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What it is: The average amount of over/under-emphasis in frequency response from 60Hz-120Hz.
When it matters: Melodic bass instruments have most of their fundamental frequencies in this range. This is where the 'body' and 'punch' of the bass sits.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-0.61 dB
High-Bass
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What it is: The average amount of over/under-emphasis in frequency response from 120Hz-250Hz.
When it matters: Most instruments get their warmth and full-ness from this range. When over-emphasized, mixes tend to get muddy and boomy.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
2.46 dB

The bass is good. Low-frequency extension (LFE) is at 53Hz, which is about average. Also, low-bass, which is responsible for the thump and rumble common to bass-heavy genres and video games, is lacking by more than 5dB. This tends to be a common shortcoming among most open-back headphones. Mid-bass, responsible for body and punch is well-balanced, but the 2.5dB bump in high-bass adds a bit of muddiness to the overall sound.

8.3 Mid
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What it is: Frequency Response from 250Hz-2KHz
When it matters: When the material is heavy on mid-range frequencies. This is the case for the majority of audio content.
Score components:
Sennheiser Game One Mid
Std. Err.
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What it is: The amount of deviation (weighted standard error) in mid frequency response (250Hz-2.5KHz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) mid performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
2.3 dB
Low-Mid
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What it is: The average amount of over/under-emphasis in frequency response from 250Hz-500Hz.
When it matters: Most instruments have their fundamentals or low harmonics in this range. Over-emphasis in this range sounds muddy and cluttered. Under-emphasis, thins out the vocals and lead instruments.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
2.75 dB
Mid-Mid
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What it is: The average amount of over/under-emphasis in frequency response from 500Hz-1KHz.
When it matters: This range is occupied mostly by upper harmonics. Over-emphasis sounds forward and boxy. Under-emphasis pushes instruments to the back of the mix.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
2.09 dB
High-Mid
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What it is: The average amount of over/under-emphasis in frequency response from 1KHz-2KHz.
When it matters: Most instruments, especially vocals, get their intensity and clarity from this range. Over-emphasis sounds honky and harsh, under-emphasis sounds weak and distant.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
1.86 dB

The mid-range is very good. The response is virtually flat, which is great for vocals and lead instruments. However, it is consistently over our target by about 2dB, especially in low-mid. This adds a little bit of clutter to the mix and makes the overall sound a tad mid-rangy.

8.9 Treble
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What it is: Frequency Response from 2KHz-20KHz
When it matters: When the material is heavy on high-range frequencies, such as voice, cymbals, and any other material where brightness, brilliance and airiness is desired.
Score components:
Sennheiser Game One Treble
Std. Err.
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What it is: The amount of deviation (weighted standard error) in treble frequency response (2.5KHz-20KHz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) treble performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
2.37 dB
Low-Treble
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What it is: The average amount of over/under-emphasis in frequency response from 2KHz-5KHz.
When it matters: Almost all instruments rely on this range for their presence, detail, and articulation. Over-emphasis can sound harsh and painful. Under-emphasis hurts the comprehensibility of vocals and lead instruments.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
1.02 dB
Mid-Treble
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What it is: The average amount of over/under emphasis in frequency response from 5KHz-10KHz.
When it matters: This is the sibilance range. Cymbals, vocals, and lead instruments rely on this range for brightness and presence. Over-emphasis sounds piercing and painful, under-emphasis sounds dull and lispy.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
0.32 dB
High-Treble
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What it is: The average amount of over/under-emphasis in frequency response from 10KHz-20KHz.
When it matters: This range gives brilliance and airiness to the sound. Over-emphasis sounds hissy, under-emphasis sounds closed-up and lifeless.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-2.02 dB

The treble performance is excellent. The overall response is rather uneven, but quite well-balanced. Low-treble is within 1dB of our neutral target, and mid-treble is within 0.3dB of our target. This suggests a well-balanced reproduction of vocals, leads, and cymbals.

Raw Frequency Response
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What it is: The average uncompensated frequency response of the headphone. For in-ears and earbuds, this corresponds to the average of 5 measurements/re-seats on the dummy head (HMS). For over/on-ear headphones, this corresponds to the average of 5 measurements/re-seats on the HMS (Head Measurement System) for the mid and treble ranges, and 5 measurements/re-seats on 5 human subjects for the bass range.
When it matters: This is for those who want to see the raw and uncompensated frequency response of the headphone. Some of the more advanced users, are able to read and evaluate headphone frequency response in its raw form and without compensation. This will be especially useful to them if they have their own headphone compensation/target curve, which may differ from the compensation curve/target response used by RTINGS.com.
Score components:
8.3 Frequency Response Consistency
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What it is: The amount of deviation of each frequency response pass, from the average frequency response.
When it matters: Shows how consistently the headphones perform after re-positioning them.
Score components:
Sennheiser Game One Consistency L Sennheiser Game One Consistency R
Avg. Std. Deviation
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What it is: The average amount of deviation in frequency response of 5 re-seats, from the average frequency response.
When it matters: Shows how consistently the headphones perform after re-positioning them.
Good value: <0.5
Noticeable difference: 0.1
:
0.34 dB

The Sennheiser Game One has a great frequency response consistency. Due to the open-back design, and unlike closed-back ones, these headphones don't rely as much on an air-tight seal for their bass delivery. Therefore, they performed quite consistently across our human subjects. They are also quite consistent in the treble range across multiple positions, likely due to their small ear cups.

8.6 Imaging
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What it is: Imaging qualities are inherent to the audio content, the headphones have to 'reproduce' them rather than 'create' them. They determine how accurately the objects are positioned in the stereo image, and how transparent the imaging is.
When it matters: When accurate positioning of the objects in the stereo image, and clear and transparent imaging is desired.
Sennheiser Game One Group Delay Sennheiser Game One Phase Response
Weighted Group Delay
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What it is: The average amount of group delay calculated based on a perceptual weighting filter. Group delay indicates how long it takes for each frequency to reach their maximum amplitude. This is a monaural quality and can be perceived even with one ear.
When it matters: Headphones with lower group delay have more transparent imaging and a tighter bass. Headphones with higher group delay in the bass range tend to have a wimpy and loose bass, and headphones with higher group delay in the treble range tend to have a less transparent imaging.
Good value: <0.5
Noticeable difference: 0.1
:
0.16
Weighted Amplitude Mismatch
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What it is: The Left/Right balance of our test unit, that is, the amount of amplitude difference between the left and right drivers. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When a properly balanced stereo image and low manufacturing tolerance is desired. A poor score indicates a noticeable difference in level between the left and right drivers.
Good value: <1.5
Noticeable difference: 0.1
:
0.8
Weighted Frequency Mismatch
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What it is: The amount of difference (Std. Err.) between the frequency response of the left and right drivers of our test unit. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When an even and stable stereo image, as well as a low manufacturing tolerance, is desired. A poor score indicates there may be 'holes' in the stereo image at certain frequencies.
Good value: <2
Noticeable difference: 0.1
:
1.74
Weighted Phase Mismatch
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What it is: The amount of difference (Std. Err.) between the phase response of the left and right drivers of our test unit. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When an even and stable stereo image, as well as a low manufacturing tolerance is desired. A poor score indicates there may be inaccuracies in the stereo image reproduction at certain frequencies.
Good value: <16
Noticeable difference: 3
:
4.65

The imaging performance of the G4me One is excellent. Weighted group delay is at 0.16, which is excellent. The GD graph also shows that the entire group delay response is below the audibility threshold. This ensures a tight bass and a transparent treble reproduction. Additionally, the L/R drivers of our test unit were very well-matched in frequency, amplitude, and phase. This is important for the proper placement and localization of objects (voices, instruments, video game effects) in the stereo field.

6.6 Soundstage
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What it is: Soundstage qualities are not inherent to the audio content, the headphones have to 'create' them rather than 'reproduce' them. They determine whether the sound is perceived to be coming from inside or in front of the head, how open and spacious the soundstage is, how much the headphones acoustically interact with the environment, and how strong the phantom center is.
When it matters: When an accurately produced, large and spacious soundstage, similar to that of a stereo loudspeaker setup is desired.
Sennheiser Game One PRTF
PRTF Accuracy (Std. Dev.)
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What it is: The standard deviation of the PRTF (Pinna-related transfer function) of the headphones compared to a reference loudspeaker's PRTF at 30°. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: An accurate pinna activation is mainly responsible for how natural and speaker-like the soundstage is perceived to be. The less error in the shape of the PRTF, the more natrual and speaker-like the perception of the soundstage will be. High amounts of error may indicate a soundstage that is unnatural or odd.
Good value: <2.5
Noticeable difference: 0.1
:
2.8 dB
PRTF Size (Avg.)
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What it is: The average amplitude of the PRTF (Pinna-related transfer function) of the headphones compared to that of a reference loudspeaker's PRTF at 30°. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: This value is responsible for the perceived size of the soundstage. The higher the value, the larger the perceived size of the soundstage. However, values above the reference (5.0dB) could result in a soundstage that is perceived as unnatural or odd.
Good value: >3.7
Noticeable difference: 0.1
:
3.77 dB
PRTF Distance
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What it is: The depth of the "10KHz notch" of the headphone's PRTF, which is caused by phase cancellations at the concha. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: This value is mainly responsible for the perceived distance and elevation of the soundstage. A small distance value may result in a soundstage that is perceived to be located inside the head. Larger values may help pull the soundstage out from inside of the head and bring it to the front.
Good value: >13
Noticeable difference: 1
:
6.92 dB
Openness
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What it is: How open the headphones are, and how open and spacious they sound. This quality is monaural and can be perceived even with one ear. This test differentiates between acoustically and electronically produced crosstalk and only takes the acoustically generated crosstalk into account. This value is the inverse of the Noise Isolation test score, and could be indirectly related the acoustic impedance of the headphones.
When it matters: When a headphone with a sense of an open, and spacious soundstage is desired. A value of 10 indicates a fully open headphone, and a value of 0 indicates a fully closed headphone.
Good value: >7.5
Noticeable difference: 0.5
:
8.8
Acoustic Space Excitation
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What it is: How loud the headphones are, and how much they excite their environment acoustically. If the headphones are loud and open enough, the sound leaking from the headphones will be affected by the environment (reflections/reverb) before reflecting back into the open headphones and to the listener's ears. This quality is monaural and can be perceived even with one ear. This value is the inverse of the Leakage test score.
When it matters: Headphones with higher excitation values, similar to openness, tend to have soundstages that are perceived as more open and spacious.
Good value: >7.5
Noticeable difference: 0.5
:
8.4
Correlated Crosstalk
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What it is: How strong and solid the phantom center is. This is mostly a stereo quality and its effects on mono content are minimal. This test is sensitive to the phase of the crosstalk and whether it is produced acoustically or electronically.
When it matters: When a true reproduction of the stereo image is desired. A value of 0 indicates no crosstalk, or that the existing crosstalk is not correlated enough to affect the phantom center. A negative score means the crosstalk is out of phase with the original signal, resulting in a slightly wider stereo image at the expense of creating a 'hole' at the center of the stereo field. A positive score means the crosstalk is in phase and positively affecting the phantom center.
Good value: >1dB
Noticeable difference: 0.3dB
:
0.0 dB

The soundstage is about average. The PRTF response shows a decent amount of activation, but the pinna interaction is not very accurate as there's not a 10KHz notch present. This results in a relatively small soundstage that is perceived to be located inside the listener's head. However, the open-back design of these headphone could make them feel more open sounding than closed-back headphones.

8.1 Total Harmonic Distortion
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What it is: The subtle, unwanted frequencies (harmonics) produced alongside the intended frequencies.
When it matters: When clean and pure sound reproduction is desired, though its effect is not as noticable as frequency response.
Score components:
Sennheiser Game One Distortion
Weighted THD @ 90
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What it is: The overall amount of harmonic distortion measured at 90dB SPL. To make the score more perceptually relevant, more weight is given to the higher frequencies.
When it matters: How pure the sound is at moderate listening levels.
Good value: <0.100
Noticeable difference: 0.1
:
0.679
Weighted THD @ 100
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What it is: The overall amount of harmonic distortion measured at 100dB SPL. To make the score more perceptually relevant, more weight is given to the higher frequencies.
When it matters: How pure the sound is at loud listening levels.
Good value: <0.300
Noticeable difference: 0.1
:
1.102

The Sennheiser Game One have a very good harmonic distortion performance. The overall amount of harmonic distortion is quite low, especially, in the treble range. In the bass range, however, there is a noticeable rise in THD as the volume increases, which suggests they may struggle a bit with low frequencies at very high volumes.

2.5

Isolation

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Score components:

The open ear cups of the Sennheiser Game One means they won't isolate well enough for loud environments. They barely block any noise which improves their soundstage but also makes them less suitable to use outdoors. They also leak a lot so they will be distracting to those around you in quieter settings. If you game alone or online, then they should be fine but they won't be the ideal headphones to use at a competition where there's a lot of ambient chatter, as the noise will easily seep into your audio.

2.7 Noise Isolation
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What it is: How much outside noise is blocked out by putting the headphones on.
When it matters: If the headphones are going to be used in a noisy envinronment (airplane, subway, etc.)
Score components:
Sennheiser Game One Noise Isolation
Overall Attenuation
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What it is: The overall amount of environmental noise reduction in dB.
When it matters: In loud envinronments like planes, trains, offices, etc.
Good value: <-20dB
Noticeable difference: 1dB
:
-3.37 dB
Bass
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What it is: The overall amount of noise isolation in the bass range (20Hz-250Hz).
When it matters: When the outside noise is bass-heavy, like in airplanes.
Good value: <-15dB
Noticeable difference: 1dB
:
-0.16 dB
Mid
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What it is: The overall amount of noise isolation in the mid-range (250Hz-2.5KHz).
When it matters: When the environment's noise is mid-heavy, like in an office.
Good value: <-15dB
Noticeable difference: 1dB
:
0.94 dB
Treble
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What it is: The overall amount of noise isolation in the treble range (2.5KHz-20KHz).
When it matters: When the environment's noise is treble-heavy. Although uncommon, areas with sharp sounds fall under this category.
Good value: <-30dB
Noticeable difference: 1dB
:
-10.58 dB
Self-Noise
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What it is: The amount of noise created by the active electronics of the headphones (if applicable), measured from 300Hz-20KHz. Applies mostly to wireless and noise-cancelling headphones.
When it matters: If too loud, it could become distracting when listening to quiet material like podcasts and audiobooks.
Good value: <16dB
Noticeable difference: 1dB
:
0 dB

The isolation is poor. These open-back headphones don't isolate at all in the bass range, and therefore, will let in all the low rumbling noises of your environment. In the mid-range, important for blocking out speech, they also don't achieve any isolation. In the treble range, occupied by sharp sounds like S and Ts, they reduce outside noise by about 11dB, which is inadequate.

2.0 Leakage
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What it is: The amount of sound bleeding out of the headphones.
When it matters: When the listener doesn't want people around them (in office, recording studio, etc.) to hear what is being listened to.
Score components:
Sennheiser Game One Leakage
Overall Leakage @ 1ft
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What it is: The amount of sound leakage heard 1 foot away from the user, while the user is listening to a 100dB SPL signal.
When it matters: When you don't want people hear what you are listening to.
Good value: <35dB
Noticeable difference: 1dB
:
62.17 dB

The leakage performance of the Game One is poor. The significant portion of their leakage is between 200Hz and 20KHz, which is a very broad range. This means that their leakage will sound a lot fuller than that of closed-back headphones, and in-ears. The overall level of the leakage is quite loud too. With the music at 100dB SPL, the leakage at 1 foot away averages at about 62dB SPL, and peaks at 77dB, which is quite higher than the noise floor of most offices.

8.8

Microphone

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What it is: The microphone section shows the quality of speech capture and transmission by the mic, as well as how well the microphone under test handles noisy environments.
When it matters: For your speech to be transmitted to and understood properly by the listener, the microphone needs to have a good recording quality. If the environment the microphone is being used in is noisy, a microphone with a good noise handling performance would be needed as well.
Score components:
Integrated
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What it is: The microphone integrated in the ear cup or ear bud of a wireless headphone.
When it matters: For calls, gaming and voice over IP software or for any other use of the microphone.
Good value: Yes
:
No
In-line
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What it is: The microphone inside the in-line remote of audio cables for wired and wireless headsets.
When it matters: In-line microphone are usually better than integrated mics. If you need better recording quality and noise handling for calls, gaming and voice over IP software then use the audio cable of your wired or wireless headphone if it has an inline microphone.
Good value: Yes
:
No
Boom
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What it is: A typically better microphone, that's also adjustable and extends so that the mic is closer to your mouth.
When it matters: Much better recording quality and noise handling than in-line or integrated mics. Primarily used for gaming and voice over IP software.
Good value: Yes
:
Yes
Detachable Boom
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What it is: A boom mic that is detachable from the headset.
When it matters: If you want to use your headphone outdoors without the bulk and hassle of the Boom mic.
:
No

The Sennheiser Game One have an impressive boom microphone. In quiet environments, speech recorded or transmitted with this mic will sound full, natural, and present, but lacking slightly in airiness. In noisy situations, they can fully separate speech from background noise even in very loud environments, such as a subway station or game competition.

8.8 Recording Quality
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What it is: Microphone recording quality shows how natural, neutral, extended and intelligible speech would be with the device under test, in a quiet environment.
When it matters: A microphone with a good recording quality ensures that the person listening to you would hear a full, clear, and easily understandable speech. Therefore, it is important whenever a good quality of speech transmission and intelligibility is needed.
Score components:
Sennheiser Game One Microphone Frequency Response
Recorded Speech
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What it is: Actual audio recording of the headphone's microphone, recorded while placed on the dummy head, with speech being played back through the dummy head's mouth simulator.
When it matters: When a clean, full, and intelligible speech transmission is required.
:
LFE
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What it is: Low-frequency extension shows how deep the bass response of the microphone is, and therefore, how deep and full your voice would sound to the listener. It is the lowest frequency at which the frequency response reaches -3dB of the target response.
When it matters: LFE is not a big factor in speech intelligibility and even speech recorded with a mic that has an LFE of 500Hz could still be easily understood. Therefore, it is mostly important if you are concerned with how deep and full your voice would be heard.
Good value: <150Hz
Noticeable difference: 30Hz
:
20 Hz
FR Std. Dev.
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What it is: Frequency Response Standard Deviation shows how accurately and balanced sound is captured by the microphone at each frequency. FR Std. Dev. is calculated between LFE and HFE, and the rest of the spectrum is ignored.
When it matters: A good frequency response is desired when a natural and neutral speech quality is desired. As opposed to HFE which is more a metric for speech intelligibility, frequency response could be considered as a metric for a natural and neutral sound.
Good value: >3.5dB
Noticeable difference: 0.5dB
:
1.84 dB
HFE
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What it is: High-frequency extension is the highest frequency at which the frequency response reaches -3dB of the target response. It shows how extended the treble response of the microphone is.
When it matters: HFE is one the most important factors in speech intelligibility. The higher the HFE, the brighter, more open, and more extended the speech quality will be which makes it a lot easier to understand by the listener.
Good value: >8KHz
Noticeable difference: 1KHz
:
8010.97 Hz
Weighted THD
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What it is: The unwanted frequencies (harmonics) produced alongside the intended frequencies, which cause deformation of an output signal compared to its input.
When it matters: When clean and pure sound reproduction is desired, though its effect is not as noticable as frequency response.
Good value: <1.5
Noticeable difference: 1.0
:
0.291
Gain
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What it is: Shows how much louder the microphone can go above our reference loudness level. The gain value is reported relative to our reference level, which is 94dB at a distance of 5cm from the mouth.
When it matters: A microphone with a high gain is important when the input signal (speech) is very quiet. For example when whispering, or talking on the phone in a library.
Good value: >18dB
Noticeable difference: 3dB
:
31.13 dB

The recording quality of Game One's boom microphone is great. The LFE (low-frequency extension) is at 20Hz, which results in the recorded/transmitted speech to sound full-bodied. The HFE (high-frequency extension) of 8KHz, suggests a speech that is clear and present, but lacking slightly in airiness and brilliance. The response between LFE and HFE points is very good, and results in a natural speech.

8.8 Noise Handling
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What it is: How well the microphone is able to separate speech from background noise, so that the transmission would include more voice and less noise.
When it matters: When a clean and intelligible speech transmission is desired in a noisy situation like talking on the phone on a busy street or on the bus.
Score components:
Sennheiser Game One SpNR
Speech + Pink Noise :
Speech + Subway Noise :
SpNR
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What it is: Speech to Noise Ratio is the difference in level between speech and background noise as heard by the listener
When it matters: If the microphone is going to be used in a noisy environment, it is important for it to be able to separate the speech from background noise, so the voice would be easily audible and understandable.
Good value: >24dB
Noticeable difference: 3dB
:
41.32 dB

The boom microphone has an excellent noise handling. In our SpNR test, they achieved a speech-to-noise ratio of 41dB, which is great. This means they can separate speech from ambient noise even in the most demanding situations.

0

Active Features

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What it is: Headphones with active components that require a battery. This includes noise cancelling and wireless headphones that actively reduce noise or transmit audio via a wireless connection.
When it matters: How suitable the power and wireless specifications of an active headphone will be, depending on your listening habits. The range and/or discharge time of the active headphone you select will be important if you're often on the move or have long uninterrupted listening sessions.
Score components:

The Sennheiser Game One do not have any active features or app support.

N/A Battery
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What it is: The power source of your headphones. All headphones with active features have a battery that will deplete over time.
When it matters: To continue using the active features of your headphones. Some models lose features or switch off completely when the battery is drained, which limits what you can do with them until the next charge.
Battery Type
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What it is: The type of battery that the headphones use. Usually AAA or embedded, Li-ion rechargeable batteries.
When it matters: When your headphones run out of power. Rechargeable batteries usually charge via the headphones Micro-USB port whereas AAA batteries have to be replaced or charged with an external device.
:
N/A
Battery Life
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What it is: The amount of time it takes for a headphones' battery to be completely drained. Battery life will vary depending on the active features used and volume level.
When it matters: For active headphones that connect wirelessly, have noise cancellation or other audio-enhancing features, that cease to work once the battery is dead.
Good value: >10hrs
Noticeable difference: 0.5hrs
:
N/A
Charge Time
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What it is: The amount of time your active headphones have to be connected to a power source to charge from 0 to a 100%. However, charging time will vary depending on your power source.
When it matters: To be able to use the active features of your headphones. Especially, wireless ones that completely switch off and need to be recharged when the battery is dead.
Good value: 2h or less
Noticeable difference: 0.25h
:
N/A
Power Saving Feature
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What it is: A feature that turns off the headphones, after a set time, when they're not in use.
When it matters: To prolong battery life when the headphones are not being used, or if you forget to manually turn off your headphones.
:
N/A
Audio while charging
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What it is: Some active headphones remain usable while charging. They continue to stream audio and do not disable other active features.
When it matters: This makes sure that your headphones's battery are not being drained when your relatively close to a power source. However, this means wireless headphones will need a wired connection to the power source during the charging process.
:
N/A
Passive Playback
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What it is: Active headphones that still work when all their active features are turned off or out of power.
When it matters: If you run out of power and do not have spare AA/AAA batteries or access to a power source to recharge your headphones.
:
N/A

These headphones are passive and have no battery life.

0 App Support
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What it is: The additional app provided to enhance your listening experience. They typically deliver a set of practical features that give you more control over the sound, noise cancelling and effects that the headphones produce.
When it matters: An app with a lot of features allows you to customize your listening experience to suit your taste and preferences. For example, additions like an equalizer can give you more bass or treble and room effects can simulate a bigger Soundstage in closed back headphones.
Score components: Subjectively assigned
App Name : N/A
iOS : N/A
Android : N/A
Mac OS : N/A
Windows : N/A
Equalizer
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What it is: Parametric, graphic or preset sound profiles that slightly alter the frequency response.
When it matters: If you want to tailor, your listening experience. Depending on what you're listening to you may want more or less bass for some tracks or more mid-range for vocals-heavy audio.
:
N/A
ANC control
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What it is: Control over the Active noise canceling technology. This could be either a simple on/off button, and adjustable slider or even adaptive self-regulating noise cancellation.
When it matters: If you're in an environment where you need to monitor your surroundings or completely isolate yourself from ambient noise.
:
N/A
Mic Control : N/A
Room effects
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What it is: Room effects that enhance the audio quality to make it more immersive.
When it matters: If you want to further tweak your listening experience. Adding room effects, can simulate a more spacious Soundstage or deliver a surround sound-like feel.
:
N/A
Playback control
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What it is: An in-app player that gives you access to play/stop, track skipping or volume controls directly with the app.
When it matters: It's a shortcut that allows you to control your audio without leaving the application.
:
N/A
Button Mapping : N/A
Surround Sound : N/A

These headphones do not have any compatible software for added customization.

5.5

Connectivity

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What it is: The inputs and outputs of wired and wireless headphones, as well as their latency performance and range.
When it matters: To know how compatible your Bluetooth device, console or PC will be with your wired or wireless headset.
Score components:
  • 10% Bluetooth
  • 32% Wired
  • 10% Base/Dock
  • 22% Wireless Range
  • 25% Latency

The Sennheiser Game One have a wired 1/8" TRS connection and come with an additional headset adapter for PCs. On the upside, the microphone is compatible with both compatible with the PS4 and Xbox One controllers. They also have negligible latency since they're wired, which is good for gaming and watching movies. Unfortunately, they won't have the range and convenience of wireless gaming headsets.

0 Bluetooth
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What it is: Bluetooth support for wireless headphones.
When it matters: To connect wirelessly to Bluetooth sources like your phone, tablet, console, PC and TV.
Score components:
  • 79% Multi-Device Pairing
  • 20% NFC
  • 0% PS4 Compatible
  • 0% Xbox One Compatible
Bluetooth Version : N/A
Multi-Device Pairing
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What it is: A Bluetooth profile that's allows some headphones to be simultaneously connected to multiple Bluetooth sources.
When it matters: To quickly switch between your Bluetooth sources. For example switching from your phone to your home or work PC.
Good value: 2 devices.
:
N/A
NFC
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What it is: Near Field Communication technology that allows you to quickly, pair your headphones with your Bluetooth and NFC-enabled device.
When it matters: This makes pairing with an NFC-enabled device a lot easier than the typical and often tedious hold-to-pair procedure that most wireless headphones have.
Good value: Yes
:
N/A
PS4 Compatible
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What it is: Bluetooth compatibility with the PlayStation 4.
When it matters: To connect your headphones wirelessly with your PS4.
Good value: Audio + Microphone
:
N/A
Xbox One Compatible
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What it is: Bluetooth compatibility with the Xbox One.
When it matters: To connect your headphones wirelessly with your Xbox one.
Good value: Audio + Microphone
:
N/A

These headphones are wired and do not have a Bluetooth connection. If you want a gaming headset that supports Bluetooth, check out the Turtle Beach Stealth 700.

9.1 Wired
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What it is: The type and compatibility of audio cables for wired and wireless headphones.
When it matters: For all devices with a regular audio jack (line-out) and also compatibility of the in-line remote/boom microphone with consoles and Personal computers.
Score components:
  • 13% Analog
  • 9% USB
  • 26% PS4 Compatible
  • 26% Xbox One Compatible
  • 26% PC Compatible
Cable Tested : Not OS specific
Analog
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What it is: A regular 1/8" TRS audio jack or a 1/4 or 1/16 TRS with a 1/8 TRS adapter.
When it matters: For all devices with a line out.
Good value: Yes
:
Yes
USB
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What it is: A USB or USB adapter to connect to your devices for audio and microphone.
When it matters: A digital USB adapter usually offers a slight advantages over a regular audio jack, like a DAC, and amplifier module or software support and compatibility with PCs. However it may not be as compatible with consoles.
Good value: Yes
:
No
PS4 Compatible
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What it is: PS4 compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your PS4
Good value: Audio + Microphone
:
Audio + Microphone
Xbox One Compatible
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What it is: Xbox One compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your Xbox One
Good value: Audio + Microphone
:
Audio + Microphone
PC Compatible
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What it is: PC compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your PC.
Good value: Audio + Microphone
:
Audio + Microphone

The Sennheiser Game One have a wired connection that provides volume control and microphone compatibility support for consoles as long as you plug them into the Xbox One or PS4 controllers. They also come with Y-splitter headset adapter for PCs.

0 Base/Dock
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What it is: The base station, dock or dongle transmitter of wireless headphones that receive data/audio via a proprietary frequency range.
When it matters: Knowing the inputs and outputs of the base/dock/dongle as well as its compatibility with consoles and Personal Computers. Also whether the base supports dock charging to easily recharge the headphones without any cables.
Score components:
  • 4% Optical Input
  • 22% Line In
  • 4% Line Out
  • 22% USB Input
  • 4% RCA Input
  • 9% PS4 Compatible
  • 9% Xbox One Compatible
  • 9% PC Compatible
  • 2% Power Supply
  • 13% Dock Charging
Wireless Type
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What it is: The type of wireless connection used by the base station/dock to communicate with the headphones.
When it matters: For latency and range. For example Radio frequency has low latency but mediocre range when obstructed and proprietary docks have their own 2.x GHz or 5 GHz frequency which varies in performance.
:
N/A
Optical Input
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What it is: Optical input for audio.
When it matters: Optical can carry a bit more data at faster speeds than typical wired connection which allows for more high quality, lossless audio.
Good value: Yes
:
N/A
Line In
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What it is: The regular wired input via a 1/8" TRS audio jack.
When it matters: For any device that has a line out for audio transmission.
Good value: Yes
:
N/A
Line Out
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What it is: A regular 1/8TRS audio jack output.
When it matters: If you need to share the audio source with other devices. A line out lets you connect other headphones or speakers to the dock/base station.
Good value: Yes
:
N/A
USB Input
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What it is: A digital USB input instead of a typical 1/8 TRS line-in.
When it matters: A USB connection can provide both an audio input and power to the Dock or Base station.
:
N/A
RCA Input
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What it is: Audio input using via an RCA connectors.
When it matters: Provides better stereo audio to the dock/base that's then transmitted to the headphones.
Good value: Yes
:
N/A
PS4 Compatible
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What it is: Dock/Base station compatibility with the PlayStation 4.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
Good value: Audio + Microphone
:
N/A
Xbox One Compatible
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What it is: Dock/Base station compatibility with the Xbox One.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
:
N/A
PC Compatible
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What it is: Dock/Base station compatibility with your Personal Computer.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
Good value: Audio + Microphone
:
N/A
Power Supply
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What it is: The connector type of the power source.
When it matters: The accessibility of the power source. For example a power supply with USB/USB-C connects to multiple devices, PC , PS4, Xbox One or even with your regular phone charger whereas a A/C adapter is less common.
Good value: USB/USB-C
:
N/A
Dock Charging
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What it is: Charging the headphones via the dock/base station instead of a charging cable.
When it matters: It makes charging your headphones easier and gives you a sport to store your headphones when they are not in use.
Good value: Yes
:
N/A

This gaming headset does not have a dock. If you need a headset with a dock that also has a wired connection for gaming or watching movies, then consider the SteelSeries Arctis 7.

0 Wireless Range
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What it is: Headphones that offer a cable-free listening experience over a wireless network, typically via Bluetooth or radio frequency.
When it matters: If you don't want to be limited by the length of an audio cable. This means having the freedom to move around in your home or office with a much greater range than an audio cable could provide, especially, if the Bluetooth source is heavy or difficult to carry.
Score components:
Obstructed Range
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What it is: The range that the wireless headphones can reach before dropping any audio when the Bluetooth source was placed in another room.
When it matters: If you can't or prefer not to carry your Bluetooth source on you, while listening to your audio in an indoor environment. Although, the obstructed wireless range will slightly depend on your home or office layout.
Good value: >35ft
Noticeable difference: 5ft
:
N/A
Line of Sight Range
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What it is: The range that the wireless headphones can reach before dropping any audio when in direct line of sight of the Bluetooth device.
When it matters: If you can't or prefer not to carry your Bluetooth source on you, while listening to your audio in a large and open environment.
Good value: 170ft or more
Noticeable difference: 10ft
:
N/A

The Sennheiser Game One do not have a wireless range since they're wired. If you want a good wireless gaming headset, check out the Astro A50.

10 Latency
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What it is: How long it takes for audio to play through your headphones once the audio signal has been sent from a source.
When it matters: When gaming or watching movies. High latency means you will hear the audio much later than the images you see on screen.
Score components:
Default Latency
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What it is: The Base RF latency or the default sub-band coding (SBC) of most Bluetooth headphones.
When it matters: When watching videos a high latency can cause sync issues between the images you see and the audio you hear.
Good value: 50ms or less
Noticeable difference: 15ms
:
0 ms
aptX Latency
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What it is: An audio coding algorithm (Codec) that improves bit rate efficiency. It reduces latency and improves sound quality over Bluetooth.
When it matters: For better sound quality if your often streaming music over Bluetooth. Also it slightly improves latency when watching videos with wireless headphones.
Good value: 50ms or less
Noticeable difference: 15ms
:
N/A
aptX(LL) Latency
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What it is: Low latency variation of aptX that significantly reduces sync issues between video and sound when using Bluetooth headphones.
When it matters: When watching videos or gaming latency is a lot more noticeable than just listening to music.
Good value: 50ms or less
Noticeable difference: 5ms
:
N/A

These headphones have negligible latency thanks to their wired connection. This makes them suitable for gaming and watching movies but they are limited by the range of their relatively short cable.

In the box

Sennheiser Game One In the box Picture

  • Sennheiser G4me One Headphones
  • Audio cable
  • Headset Adapter

Compared to other Headphones

Sennheiser Game One Compare Picture

The Sennheiser Game One are comfortable wired gaming headphones with a great sound quality. This makes them a good choice for critical listening, and their wired design means they have no latency when watching videos and gaming. Unfortunately, they lack in features compared to most gaming headsets in their price range, so they won't be as convenient for gaming as some of the models compared below. You also can't remove their boom mic, and since they have an open back design, they will not be suitable for outdoor use.

Astro A50

The Astro A50 is a better gaming headset than the Sennheiser Game one. They have a great wireless base that provides a lot of connection options and dock charging. They're comfortable, have low latency and a good set of wireless features. Unfortunately, they're not as compatible with all consoles and since they do have a wired connection, you won't be able to use them with your Xbox One and PS4 controllers or your phone. However, on the upside, the Sennheiser have a well-balanced sound that's suitable for critical listening, especially since they have open-back earcups that create a larger soundstage than the A50s. If you have the budget, then get the Astro A50 since they're more customizable and a bit more convenient for gaming than the Sennheisers.

 

HyperX Cloud II

The HyperX Cloud II are a more versatile pair of gaming headsets when compared to the Sennheiser Game One. They're a more outdoor-friendly headset with a removable mic and closed back ear cups so use them as casual everyday headphones while commuting. They have a decent sound quality and a more bass than the G4me One but also have less soundstage since they have a closed design. If you need a gaming headset that you can also use with your phone outdoors then go for the Hyper X. They are cheaper than the Sennheisers, better built and a bit more versatile although they do not sound quite as good.

Sennheiser HD 598 Cs

The Sennheiser HD 598 Cs is a worse gaming headset than the Sennheiser Game One. These headphones are less optimized for gaming since they do not have a dedicated boom mic. They're also a bit less breathable for long gaming marathons since they have a closed back ear cups. On the upside, they're a more outdoor-friendly headset since you cannot remove the boom mic of the G4me One and they have a block more noise which makes them a  bit more suitable for commuting and traveling. The HD598 cs are regular critical listening headphones with an in-line microphone that's compatible with consoles. If you need something more optimized for gaming, then get the Game One although they are not the best gaming headset for their price range.

SteelSeries Arctis 7

The Steelseries Arctis 7 are better more feature-packed gaming headphones than the Sennheiser G4me One. They do better for most use cases thanks to their multiple connection options and semi-casual design that you can use outdoors. They have a more balanced sound quality although they cannot produce a soundstage as spacious as the open Sennheisers. On the upside, they have more customization options thanks to the Steel Series engine that offers a great equalizer and multiple settings for the mic. The Arctis 7 are the better choice overall for gaming and most use cases. However, if you must have an open soundstage for critical listening and don't want to buy another headphone for gaming, then the Sennheiser Game One could be a decent option.

Conclusion

6.3Mixed Usage
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What it is This is the combination of the different use cases to evaluate how versatile the headphones are. Therefore an everyday headphone should be well-rounded enough to adapt to most situations and environments without significant losses in sound quality, design ergonomics or isolation.
Score components:
Mediocre for mixed usage. The Sennheiser Game One are primarily gaming headphones but have a good audio reproduction for critical listening. They're comfortable and have low latency due to their wired design. However, they feel a little lacking in features when compared to other gaming headsets. They have no software or app support, and they won't be sufficiently versatile to pass as casual headphones. The mic is not removable, they're bulky and too unstable for sports. Their open design is also not suitable for commuting.
7.9Critical Listening
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What it is The level of audio fidelity a headphone can reproduce. Therefore a balanced and true representation of bass, mids, treble, soundstage and imaging, as well as a comfortable listening experience, is essential for critical listening.
Score components:
Great for critical listening. The Game One have a well-balanced sound quality and an open design that grants them a more open soundstage than most gaming headsets we've reviewed so far. Also, although they may lack a little bass for gaming, their neutral sound and comfortable design makes them a good option for casual and critical listening.
5.2Commute/Travel
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What it is How well the headphones handle the loud environments involved in commuting or traveling. Therefore your listening experience should be comfortable, hassle-free and as isolated from noise as possible.
Score components:
Not made for commuting. They have an open design that barely blocks ambient noise so they won't be suitable for commuting or traveling. They're also not very portable.
5.8Sports/Fitness
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What it is How well-adapted the headphones are, to use while doing sports or strenuous exercise. Therefore the headphones should not be too cumbersome and deliver a stable and comfortable listening experience.
Score components:
Sub-par for sports. Although they have a breathable design, they're not stable enough to be a decent option for running. Their bulky design has a mediocre-at-best control scheme and sways a lot during physical activity.
5.7Office
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What it is How well the headphones can deliver a comfortable and isolated listening experience in an office-like environment. They should not leak much and should block the noise of a busy office.
Score components:
Sub-par for office use. Their open design leaks a lot which may be distracting to the people around you. They also don't block a lot of ambient noise so if you have a lively office you will be able to hear all the chatter.
6.0Home Theater
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Score components:
Decent for home theater use. They have a comfortable fit that you can wear for hours and a well-balanced audio reproduction. They also have a low latency wired connection which makes them an above-average option for watching videos. However, the audio cable may not be long enough and may require an aux extension cord depending on your home theater set up.
7.4Gaming
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Score components:
Good for gaming. The Sennheiser Game One have a great sound quality, a comfortable design, low latency and a good mic that filters out a lot of noise. Since they're open-back, they have a slightly more spacious soundstage than other gaming headsets. They're also more breathable so you will be able to wear them for longer, but they are less isolating. Unfortunately, they lack in software support and customization options.
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Questions & Answers

4 ANSWERED QUESTIONS
4
It's so weird. I reviewed this myself on another site (I'm known as Mad Lust Envy in some places), and the pair I received definitely had some really good sub bass that can be heard pretty well in the 40hz range and felt at 30hz, with not much upper bass boominess. It's like two different pairs. You have graphs proving yours, I can only go off my impressions. Wonder if it's a wild driver to driver variation.
How did the bass of your Game One unit compared to say, HD 600? They should be nearly identical. But this doesn't mean that these headphones don't produce any sub-bass, just not as much as closed-back headphones. Also, it's quite difficult to judge sub-bass subjectively since humans are not very sensitive to those frequencies.
0
Can you list the driver size and frequency response range specs on each headphone you review?
Not all headphones mention their driver size in their spec sheet, and unfortunately, we won't be able to reliably measure the driver size of the headphones ourselves either. Also, frequency response range given by the headphone manufacturers is almost meaningless, since what really matters is the frequency response itself and not its range limits.
0
I was wondering how you did the review. I have a game one headset I use for my Xbox. When plugging it straight to a controller the volume is way too low. This headphone needs an amp. I use it with the Astro mixamp. It makes a huge difference. The amp not only makes it louder but really makes the headset more exciting.
The amp we use for our passive headphones is the Schiit Ragnarok, but the impedance of the Game One is about 50 Ohms, so most amps should be able to drive it properly. Also, based on our experiences, the effect of an amp on the sound of headphones is mostly on the maximum achievable loudness, and very little on the actual sound quality.
0
Since Xbox now supports Dolby Atmos for headphones, would these get a higher recommendation? I was thinking of using these with a fiio amp and letting Atmos do the virtualization.
Thanks for your suggestion. We don't review the surround/virtualization capabilities of headphones at the moment, that's why it doesn't have an influence on the score. But adding it is on our to-do list.
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