With widespread use of generative AI, phishing has become an even more formidable threat for organizations. Hyper realistic emails, texts and deepfake voice-notes can be constructed using AI tools, and with better grammar and spelling making threats appear more genuine, AI-powered phishing is causing major concerns.
This year we have seen an escalation in the complexity and variety of phishing methods, with people being targeted on new platforms they trust, beyond the standard email, phone call, or SMS. The concerns have shot to the very top of business. Accenture’s Pulse of Change research found almost half (47%) of C-suite were concerned about the increased risks from cyber attacks and data breaches. Cybersecurity threats posed by deceptive content, such as realistic phishing emails/messages, were seen as the biggest risk.
Attacks may not be simple, but motivations often are: financial gain. Attackers use messages requesting personal information from fraudulent websites to trick their victims to send money or obtain access to their networks. They also know by impersonating senior leaders they can potentially influence people to share data, money, or credentials.
Unfortunately, as phishing attempts become more realistic, employees are more likely to fall victim, which can create serious disruption, financial loss and potential long-term reputational damage for their organization.
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Mark Raeburn
Accenture’s Cyber Resilience Lead in the UK.
Education is key
It is therefore critical that employers provide the necessary education – including training and simulations – to prevent attacks from duping employees into clicking something they shouldn’t.
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Simulating an authentic phishing attack isn’t a simple ask. In fact, firms have tried to educate their employees by replicating public brands with typical consumer and employee communications – such as impersonating delivery companies – to create content for educational purposes. This is because these companies tend to have many characteristics that make them ideal targets for social engineering due to brand familiarity, regular personal information requests and sharing of routine tracking links. Delivery companies regularly share emails and SMS updates, meaning the cadence of communication – and the characteristics that come with it – often go unnoticed, and individuals are easily deceived.
However, when organizations copy-cat brands in simulations, it can pose legal issues around IP theft, if they have not asked permission to use their branding and company information. It can also cause the brands themselves reputational damage from being associated with cyber attacks (even fake ones).
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If a business decides to replicate such an exercise, but wants to avoid using a third-party as part of the simulation, it could instead implement internal emails from reliable departments such as finance, legal or HR. This means they still appear credible for employees, as they will resemble emails normally issued directly by internal teams, but they don’t risk falling into legal hot water from external companies.
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How can you protect your company
In addition to training employees, businesses can also take preventative measures to stay protected – and turn the tables on attackers by using gen AI itself.
With AI increasing the risk of being defrauded by realistic content, it is also a vital part of an organization’s technological armor. For example, many platform companies and hyperscalers are releasing AI security features in their own environments. Additionally, AI-powered ‘red teaming’ – a cybersecurity technique – mimics an attack to see how individuals would respond. Other examples, including penetration testing, will become mandatory for organizations as regulations evolve. The key to gaining the upper hand in the era of gen AI will be embedding security-by-design along the journey.
The personal touch
Although security tools are critical, humans are ultimately a key line of defense. Training programs play a central role in helping employees recognize and report suspicious communications, but they should also be encouraged to rely on their instincts, too. Employees should always ask themselves: “Is this typical behaviour from the sender? Is this a platform they’d normally be contacting me on? Would I normally verify my details in this way?”
There are also cultural factors that support an organization’s defense – and it starts with ensuring companies prioritize the ways of working and wellbeing of their people. Always-on and tired employees may be more likely to click on suspicious links in a hurry, so reducing alert fatigue and burnout among people has cyber security benefits, too.
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Just as there is a human behind the initial creation of a phishing attack, there’s always a human recipient of a scam. The best defense always relies on the knowledge of an empowered employee that understands the risks and acts mindfully. A healthy dose of human suspicion, combined with a strong line of technology enabled defences, will set organisations on the right pathway to defending against phishing attackers, without inadvertently impacting other brands’ reputations.
This article was produced as part of TechRadarPro’s Expert Insights channel where we feature the best and brightest minds in the technology industry today. The views expressed here are those of the author and are not necessarily those of TechRadarPro or Future plc. If you are interested in contributing find out more here: https://www.techradar.com/news/submit-your-story-to-techradar-pro
Sony reported its sales for its game and network services division were 1,071.5 billion yen ($7.01 billion) for the second fiscal quarter ended September 30, up 12% from a year ago.
Operating income for the G&NS division was 138.8 billion yen ($908 million), up 2.8 times from a year ago. Much of the improvement comes from sales of third-party games.
Sony said that sales grew because of an increase in third-party game software sales, better foreign exchange rates, an increase in network service sales including its PlayStation Plus online service. This was offset by a decrease in hardware sales.
Operating income grew due to an improvement in the profitability of hardware, an increase in third-party software sales, and higher network service sales.
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Sony is now forecasting that its game and network services division will hit 4,490 billion yen ($29.3 billion) in the fiscal year ending March 31, 2025. That is more optimistic than the 4,320 billion yen ($28.2 billion) predicted in August. Operating income is also expected to be higher for the fiscal year for the division by 35 billion yen.
Operating income for the group is expected to be 355 billion yen ($2.3 billion), up from the earlier forecast of 320 billion yen.
Overall, Sony’s sales in the quarter were 2,973.4 billion yen ($19.45 billion), up 9% from a year ago. Sony’s stock price is up 5% in after-hours trading.
Sony had some big titles like Astro Bot, but it also had failures like Concord, which sold so poorly that Sony shut down Firewalk Studios, the game studio that made it. Astro Bot, which debuted on September 6, has sold 1.5 million copies.
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Among games, Ghost of Tsushima Director’s Cut on the PS5 and PC — released on May 16, 2024 — sold 9.7 million copies to date. Helldivers 2, made by Arrowhead Game Studios, has sold 12 million copies.
Hardware sales in Q2 were 218.2 billion yen, down from 287.5 billion yen a year earlier. Game software sales were 612.3 billion yen, up from 479.3 billion yen a year earlier. Digital software sales were up at 258.6 billion yen, up from 200.9 billion yen a year earlier.
In the quarter, Sony sold 3.8 million PS5 consoles, down from 4.9 million a year ago. Sony sold 77.7 million games, up from 67.6 million a year ago. First-party game sales were 5.3 million copies, up from 4.7 million a year ago.
On the PlayStation Network, the monthly active users were 116 million, up from 107 million a year ago.
Back in January, Sony said it had sold 50 million PlayStation 5 consoles. That sounds like a lot, but it’s not nearly as much as the PlayStation 4, which has sold more than 117 million units as of October 2024. Sony did not update its cumulative total.
Back in May, PlayStation leader Jim Ryan retired and he was replaced by two executives. Hideaki Nishino became CEO of SIE’s Platform Business Group, and Hermen Hulst was appointed CEO of SIE’s Studio Business Group.
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Serkan Toto, a game analyst and CEO of Kantan Games, said in a message to GamesBeat that Sony had a “silent” quarter aside from the launch of Astro Bot.
“But overall, their game business looks pretty solid,” Toto said. “I think they are increasingly getting people to pay more for PlayStation Plus, a high-margin segment that helps prop up their numbers. The only concern is declining hardware sales after all the price hikes, so Sony needs to figure out a way to boost sales ASAP.”
And he said 2025 could be a much, much better year for Sony if they manage to release more first-party games and if Grand Theft Auto VI — coming in the fall of 2025 from Take-Two Interactive’s Rockstar Games — really hits.
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Warner Bros. Discovery CEO David Zaslav thinks putting Donald Trump back in the White House could offer a friendlier environment for major media mergers. “We have an upcoming new administration,” Zaslav said during an earnings call on Thursday. “It’s too early to tell, but it may offer a pace of change and an opportunity for consolidation that may be quite different.”
Zaslav made the statement in response to a question about streaming partnerships, saying changes under the Trump administration could have “a real positive and accelerated impact” on the entertainment industry. With more competition than ever in streaming, it’s getting harder for services to get a viewer’s undivided attention.
“This is an industry that really needs to consolidate,” Zaslav said. “Consumers put on a TV set and they see 16 apps, and each of those are doing different pricing and you’re sitting there with your phone and Googling where a show is… it’s just not a good consumer experience.”
Generative AI is evolving. Knowledge-based applications like AI chatbots and copilots are giving way to autonomous agents that can reason and perform complex, multistep workflows. These are powered by what is known as agentic AI. This latest development in AI is poised to transform the way businesses operate by being able to understand context, set goals, and adapt actions based on changing conditions.
With these capabilities, agentic AI could perform a whole range of tasks previously thought impossible for a machine to handle – such as identifying sales targets and making pitches, analyzing and optimizing supply chains, or acting as personal assistants to manage employees’ time.
Amazon‘s recent partnership with Adept, a specialist in agentic AI, signals a growing recognition of the systems’ potential to automate diverse, high complexity use-cases across business functions. But to fully leverage this technology, organizations must first face several challenges with the underlying data – including latency issues, data silos and inconsistent data.
Rahul Pradhan
Rahul Pradhan, VP Product and Strategy, Couchbase.
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The three foundations of agentic AI
For its complex functions to operate successfully, agentic AI needs three core components: a plan to work from, large language models (LLMs), and access to robust memory.
A plan allows the agent to execute complex, multi-step tasks. For instance, handling a customer complaint might involve a predefined plan to verify identity, gather details, provide solutions, and confirm resolution.
To follow this plan, an AI agent can use multiple LLMs to break down problems and perform subtasks. In the context of customer services, the agent could call on one LLM to summarize the current conversation with the customer, creating a working memory for the agent to refer to. A second LLM could then plan the next actions, and a third could evaluate the quality of these actions. A fourth LLM could then generate the final response seen by the user, informing them of potential solutions to their problem.
And just like humans, agentic AI systems can’t make informed decisions without using memory. Imagine a healthcare assistant AI with access to a patient’s medical history, medical records, and past consultations. Remembering and drawing from this data allows the AI to provide personalized and accurate information, explaining to a patient why a treatment was adjusted or reminding them of test results and doctor’s notes.
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Both short term and long-term memory is needed for tasks requiring immediate attention, and to build an understanding of context that the AI can rely on for future inferences. But here lies one of the major barriers preventing optimization of agentic AI today: often, businesses’ databases aren’t advanced enough to support these memory systems, limiting the AI’s potential to deliver accurate and personalized insights.
The data architecture needed to support AI agents
The predominant approach for meeting memory system requirements is the use of special-purpose, standalone database management systems for various data workflows. However, the practice of using a complex web of these standalone databases can hurt an AI’s performance in a number of ways.
Latency issues arise when each of the different databases used have varying response times, causing delays that can disrupt AI operations. In addition, data silos, where information is isolated in separate databases, prevent the AI from having a unified view and hinder comprehensive analysis, leading to the agent missing connections and providing incomplete results. And on a more fundamental level, inconsistent data—due to variations in quality, formatting, or accuracy—can also cause errors and skew analysis, leading to faulty decision-making. The use of multiple single-purpose database solutions also create data sprawl, complexity and risk, making it difficult to trace the source of AI hallucinations and debug incorrect variables.
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Many databases are also not well-suited for the speed and scalability required by AI systems. Their limitations become more pronounced in multi-agent environments, where rapid access to large volumes of data (e.g. through LLMs) is essential. In fact, only 25% of businesses have high-performance databases capable of managing unstructured data at high speed, and just 31% have consolidated their database architecture into a unified model. These databases will struggle to meet GenAI’s demands, let alone support any form of unconstrained AI growth.
As GenAI evolves and agentic AI becomes more prevalent, unified data platforms will become central to any successful AI implementation by organizations. Updated data architectures provide benefits by reducing latency with edge technology, efficiently managing structured and unstructured data, streamlining access, and scaling on demand. This will be a key development in building cohesive, interoperable, and resilient memory infrastructures and allowing businesses to finally capitalize on the automation, precision, and adaptability that agentic AI has to offer.
Embracing the AI revolution
Agentic AI opens the door to a new era where AI agents act as collaborators and innovators, fundamentally changing how humans interact with technology. Once businesses have overcome the challenges associated with disparate data sources and optimized memory systems, they will unlock widespread use of tools that can think and learn like humans, with unprecedented levels of efficiency, insight, and automation.
This article was produced as part of TechRadarPro’s Expert Insights channel where we feature the best and brightest minds in the technology industry today. The views expressed here are those of the author and are not necessarily those of TechRadarPro or Future plc. If you are interested in contributing find out more here: https://www.techradar.com/news/submit-your-story-to-techradar-pro
Unleashing a record 17 million pounds of thrust at launch, the sight of SpaceX’s 120-meter-tall Starship rocket roaring skyward is something to behold.
The Elon Musk-led spaceflight company has already performed five Starship flights since the first one in April 2023, with each one increasingly successful. Comprising the upper-stage Starship spacecraft and the first-stage Super Heavy booster (collectively known as the Starship), NASA is planning to use the giant vehicle for crew and cargo missions to the moon, Mars, and possibly beyond.
SpaceX is aiming to perform the next test flight on Monday, November 18, and has laid out its plans for what to expect.
The exciting news is that after successfully “catching” the Super Heavy booster at the first attempt during the fifth test last month, SpaceX is planning to try the maneuver again using the same giant mechanical arms on the launch tower at the company’s Starbase facility in Boca Chica.
“Distinct vehicle and pad criteria must be met prior to a return and catch of the Super Heavy booster, which will require healthy systems on the booster and tower and a final manual command from the mission’s Flight Director,” SpaceX explained in a message on its website. “If this command is not sent prior to the completion of the boostback burn, or if automated health checks show unacceptable conditions with Super Heavy or the tower, the booster will default to a trajectory that takes it to a landing burn and soft splashdown in the Gulf of Mexico.”
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It added: “We accept no compromises when it comes to ensuring the safety of the public and our team, and the return will only take place if conditions are right.”
It said that minutes after deploying the Starship spacecraft to orbit, the Super Heavy booster will slow down from supersonic speeds, resulting in audible sonic booms in the area around the landing zone.
Landing the booster in this way allows SpaceX to quickly refurbish it for subsequent flights, enabling it to conduct launches at a much lower cost. It’s already proved a similar landing system using its workhorse Falcon 9 vehicle, a less powerful rocket whose first stages have been flying multiple missions — and landing — for years.
As for the Starship’s upper stage, SpaceX plans to send it on the same suborbital trajectory as the fifth flight test, with splashdown targeted in the Indian Ocean. On a later flight, the company wants to catch the Starship, too, and so the upcoming flight will include a number of experiments and a slightly different flight profile to provide SpaceX engineers with useful data as it prepares for the challenging maneuver.
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“Finally, adjusting the flight’s launch window to the late afternoon at Starbase will enable the ship to reenter over the Indian Ocean in daylight, providing better conditions for visual observations,” SpaceX said.
There’s plenty to look forward to. SpaceX will live-stream the sixth test flight on its social media channels on November 18. The schedule could change, so be sure to check back for updates.
Oftentimes, the best gaming headset doesn’t need to be a “gaming headset” at all. Although these devices can be viewed as niche within the headphone market, they’re ultimately still headphones. And though we’ve found more and more gaming headsets that impress in terms of audio quality, those tend to cost more than a comparable set of wired headphones (which, yes, still exist). If you need to chat with friends, it’s always possible to buy an external microphone and get superior sound there as well.
That said, we know many people just want the convenience of a headset with a mic built right in. So after testing dozens of pairs over the past 18 months, we’ve rounded up a few quality gaming headsets and headphones for gaming, which aren’t quite the same thing. Whichever way you go, all of our recommendations should make your play time more enjoyable, no matter your budget or preferred gaming platform.
What to look for in good gaming headphones
Evaluating headphones is a particularly subjective exercise, so calling one pair the absolute “best” is something of a fool’s errand. At a certain point, whether you’re an audiophile or not, everything becomes a matter of taste. For most, a headphone with a wide soundscape and strong imaging performance — i.e., the ability to position sounds correctly, so you can more precisely tell where footsteps and other game effects are coming from — will provide the most immersive gaming experience, the kind that makes you feel like your head is within a given scene.
For that, you want a high-quality pair of open-back headphones. That is to say, an over-ear pair whose ear cups do not completely seal off the ear from air and outside noise. These are inherently terrible at isolating you from external sound and preventing others from hearing what you’re playing, so if you often play games in a noisy environment, their benefits will be blunted. But in a quiet room, the best open-back pairs sound significantly wider and more precise than more common closed-back models.
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More up for debate is how a good gaming headphone should sound. If you want something that’ll help you in competitive multiplayer games, you may prefer a headphone with a flatter sound signature, which’ll keep a game’s mix from being overly boosted in one direction and is less likely to mask the smaller details of what’s happening around you. A slightly brighter sound, one that pushes the upper frequencies a tad, may also work. Open-back headphones almost never have huge sub-bass, so you rarely have to worry about low-end sounds muddying up the rest of the signature. In this light, the fact that an overwhelming amount of gaming headsets are closed-back and bass-heavy seems counterintuitive.
Lots of people love bass, though. And if you don’t really care about competitive play, some extra low-end can add a touch of excitement to action scenes or rousing soundtracks. You still don’t want a pair that boosts the low-end too hard — as many gaming headsets do — but the point is that what makes a pair “immersive” to one person may sound dull to another.
The Beyerdynamic DT 900 Pro X should please most people willing to pay for a capital-N nice pair of headphones for gaming purposes. It localizes sounds accurately and delivers the kind of spacious soundstage expected from a good open-back model. Bass is a little more present here than on many open-back headphones as well. There still isn’t much in the way of deep sub-bass, unsurprisingly, but there’s enough warmth to give stuff like explosions a bit more juice without muddying up the mids. Details in the midrange get the most emphasis overall, but they’re clear, and their forwardness isn’t a bad thing when you’re trying to listen for enemy players in a competitive FPS like Counter-Strike 2 or Apex Legends. The treble isn’t pushed quite as hard, but it’s neither overly recessed nor harsh.
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All of this helps the DT 900 Pro X sound detailed but not boring. It’s the kind of sound that plays nice whether you’re trying to win a multiplayer game or take in a more cinematic single-player story. And when you’re not gaming, you get an enjoyable profile for music.
The whole thing is built well, too. The DT 900 Pro X will clamp down slightly harder than average if you have a large head, but it balances its weight well, and its wonderfully soft velour earpads go a long way toward keeping the pair comfortable over hours-long gaming sessions. It comes with two detachable cables, including a three-meter option that’s convenient if you sit far from your PC. It can’t fold up, though.
Like all open-back headphones, the DT 900 Pro X leak game audio and let in lots of noise, so it’s not great on the go. Clearly, if you can afford to upgrade to an ultra-premium pair like Sennheiser’s HD 800 S, you’ll get more space and true-to-life detail. But for a relatively attainable $250 to $300, the DT 900 Pro X should satisfy.
Pros
Immersive, detailed sound with pleasing bass
Well-built with soft ear cushions
Cons
Leaks and lets in outside noise, by design
Lacking in deep sub-bass, like most open-back headphones
Enclosure: Open-back | Driver: Dynamic | Frequency response: 6 – 38,000Hz | Mic: No | Connectivity: Wired | Weight: 280g
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If you’d rather not spend as much, the Sennheiser HD 560S is another excellent open-back headphone that’s often available for less than $200. Like the DT 900 Pro X, it has a wide soundstage that makes it easier to feel immersed in a given game. Its signature is slightly more neutral on the whole, so you won’t feel like you’re missing any part of what’s happening, and it retrieves a lovely amount of treble and midrange detail. There’s less bass power for explosions, though. And the treble, while more present here than on Beyerdynamic’s pair, can sound piercing at times. Imaging isn’t quite as nuanced either, though it’s far from poor.
The HD560S’ design is plenty comfortable to wear for extended periods. It doesn’t clamp down too hard on those with big heads (like yours truly), and its velour earpads hug the ears softly. The included cable is removable, too. The plastic frame doesn’t feel as sturdy or premium as the DT 900 Pro X, however, so you won’t want to chuck it around haphazardly. It won’t isolate much noise either, nor will it prevent others from hearing what you’re playing. Nevertheless, the HD 560S is a pleasure, and a great value.
Pros
Impressively balanced sound
Comfortable
Great value for those who prioritize audio quality
If you can’t spend more than $50, it’s still hard to top the Koss KSC75. It costs $20, but judging purely on audio quality, it’s better than some headphones priced closer to $100. This pair is very obviously devoid of deep bass, so you won’t get that full-bodied oomph from in-game effects. You also won’t hear all the intricate details you’d pick up with the pricier headphones above. But it locates sounds accurately, and its open design delivers a real sense of width. It’s a superb value for competitive play.
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The catch is that it’s built like a set of free airline headphones. The KSC75 has an odd clip-on design that is lightweight but won’t be a comfortable fit for everyone. It certainly looks like it costs $20, though Koss backs it with a lifetime warranty that essentially lets you get endless replacements for $9 each. Even if the KSC75 are pushing 20 years old, its relatively balanced sound remains particularly well-suited for gaming.
If you do want a dedicated gaming headset with a built-in mic, we love the Turtle Beach Atlas Air. It’s a bit of a rarity: a wireless model with an open-back design. It sounds much wider, airier and more natural than the vast majority of its peers as a result, creating the sensation that your game is happening around you instead of feeling confined in your head. It’s also better than most at positioning in-game effects in the right places.
The Atlas Air has a mostly flat audio profile by default, with a jump in the treble that lends extra crispness to things like cymbals. Like most open-back pairs, it’s fairly weak in the low-bass region, so gunfire and EDM lack the kind of muscle you’d get with good closed-backs. The DT 900 Pro X still sounds more dynamic, with more detail in the mids and stronger bass that makes footsteps and explosions more intimate. That said, the Atlas Air holds its own surprisingly well. It’s about as spacious, and what bass is here doesn’t come off as blobby. It’s an easygoing listen, and the greater sense of spatial awareness provided by its design makes a real difference whether you’re listening for enemies in Counter-Strike 2 or basking in a giant boss battle in Final Fantasy XVI. Going from a pair like this to a traditional headset often makes it sound like a chunk of the world has been lopped off.
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The Atlas Air is also exceptionally comfortable. Its ear cups are generously padded with light memory foam and covered in a soft cloth material; they give plenty of room for larger ears to breathe, without trapping too much heat. The suspension-style headband doesn’t allow much in the way of manual adjustments, but it’s extremely flexible, so those with especially large heads can still pop the headphones on with little struggle. The design as a whole is lightweight at 0.66 pounds, and it’s gentle about clamping down on the sides of your head. Put it all together and you get a headset that’s a breeze to wear for hours at a time.
All of its controls — including a big volume dial that circles the left ear cup — are easily accessible beyond that. Our chief complaint is that the design is almost entirely plastic, so it doesn’t quite feel like a $180 device to the touch. It’s also kind of… ugly, to be honest. None of that is a big deal once you have it on, however, and we haven’t noticed any creaking or looseness to the frame after several months of testing.
The Atlas Air’s detachable boom mic is perfectly fine. You wouldn’t want to use it for podcasting, as it robs a good chunk of bass from your voice, but you’ll still come through clearly in a noisy room, with no harsh sibilance to “ess” sounds. The mic itself is sufficiently flexible, and you simply flip it up to mute it, which is always convenient.
The headset works with PC, PS5 or a docked Nintendo Switch through its USB dongle, plus it supports Bluetooth for mobile devices and the Switch’s handheld mode. You can’t pipe through audio from two connections at the same time, but you can at least switch between the two fairly quickly using a button on the left ear cup. While there’s no support for Xbox’s wireless protocol, you can also use the headset passively (i.e., without relying on battery power) with an included 3.5mm cable with its own inline volume dial. If you’re an Xbox player and don’t mind using a cable, we’d still consider the Atlas Air our top recommendation. Without the wire, Turtle Beach says the device can last up to 50 hours, though we’ve been able to squeeze another five to 10 hours out at moderate volumes. It’s far from the longest-lasting pair we’ve tested, but this means it can likely go for a week or two before it needs a charge.
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The main trade-offs with the Atlas Air are the same ones noted above: Because they’re open-back, they let in and leak tons of noise. If you don’t play in a reasonably quiet environment, consider our next pick. We also had a driver issue that prevented us from connecting to PC upon first receiving the headset, but a software update quickly fixed that and we haven’t had any hiccups or stutters since. In general, Turtle Beach’s Swarm II app is fairly straightforward, offering a custom EQ tool, game/chat mix, mic settings and the like.
Pros
More open, natural and immersive sound than most gaming headsets
Supremely comfortable
Multiple connection modes
Decent flip-up mic
Cons
Leaks and lets in outside noise, by design
Lacks deep sub-bass, like most open-back headphones
Enclosure: Closed-back | Driver: Planar magnetic | Frequency response: 10 – 50,000Hz | Mic: Yes, detachable | Connectivity: 2.4GHz, Bluetooth 5.3 (LDAC, LE Audio, LC3, LC3plus, AAC, SBC), 3.5mm, USB-C digital audio (optional), Xbox Wireless (optional) | Weight: 490g
If you’re willing to pay extra for a premium gaming headset with a more isolating closed-back design, get the . At $299 for a PS5 model or $329 for an Xbox model, it’s not cheap, but it’s one of the few dedicated gaming headsets we’ve used whose audio quality holds up next to the better “normal” wireless headphones on the market.
The Maxwell’s default signature is like a more refined version of the common “gaming headset” sound. Bass is impactful but well-controlled, while highs are crisp but not sharp. There’s a bit of extra energy in the upper-mids, but it’s not overwhelming, and the headset’s planar-magnetic drivers do well to reproduce smaller intricacies throughout. It still can’t provide the immersive width and precise imaging of our open-back picks, the Atlas Air included, but the Maxwell sounds unusually textured, balanced and intimate compared to other wireless gaming headsets. While it lacks the airiness of the Turtle Beach headset, the punchier low-end makes things like footsteps more easily identifiable in games. If you don’t like the out-of-the-box profile, Audeze’s app also includes a number of tasteful EQ presets.
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Along those lines, the Maxwell’s detachable boom mic is a standout. It does a phenomenal job of muting background noise, and while your voice will lose some air, it’ll sound clearer and fuller here than on most wireless headsets we’ve tested.
The Maxwell is very much on the bulky side, it leaks sound at higher volumes, and its steel headband uses an odd suspension mechanism that’s effectively impossible to adjust without taking the headset off. In general, though, its design feels substantial. The squishy, heavily padded ear cups can make your ears feel warm, but they keep the headset comfortable and isolate a fair amount of outside noise. The essential controls are built into the left earcup, and the device can connect over Bluetooth or a 3.5mm cable in addition to a USB-C wireless dongle. You can even connect to two devices at once, one over the dongle and another over Bluetooth, though you can’t stream audio from both sources simultaneously. The headset also needs to be powered on in order to play music over a cable.
Audeze rates the Maxwell’s battery life at roughly 80 hours, which is great and has generally held true in our testing. You’ll get a bit less if you play at high volumes or use features like Bluetooth or sidetone heavily, though.
If you’d prefer to save some cash and buy a decent wired gaming headset, consider the . It’s another open-back pair that sounds more spacious than most traditional gaming headsets and generally locates in-game effects accurately. Its sound signature emphasizes the bass, which gives explosions a smooth and satisfying thump, but it doesn’t overdo the low-end the way many of its peers do.
The A40’s audio quality is still a step behind the DT 900 Pro X, HD 560S and Atlas Air, especially for online shooters. Next to those headphones, its veiled treble and pushed upper-bass/low-mids can blunt footsteps and other fine details. Its soundstage is narrower by comparison as well. But it’s better balanced than most gaming headsets, especially those in its price range. It does well to envelop you in whatever’s happening onscreen.
Comfort shouldn’t be an issue, either. The A40 is on the bulkier side, but its weight is evenly distributed, and it doesn’t clamp down overly hard. The fuzzy earpads are soft and breathable, while the ear cups are roomy enough to fit larger ears. The headset has the usual open-back shortcomings, though, as it leaks a bunch of sound and blocks almost zero outside noise. The mostly-plastic design looks “gamer-y” and lacks built-in volume controls, too. Nobody would call it “premium.” Still, it’s not flimsy.
The A40’s mic, meanwhile, is just OK. It picks up background noises while you chat and makes voices sound somewhat muffled. It’s serviceable, but you’d buy the A40 for its sound quality (and relative value) first. The mic isn’t detachable either, but you can easily flip it up and out of the way.
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The A40 has been around for several years now, but its price has come down from $150 to a more reasonable $130 in that time. Astro sells an optional with extra controls for $130, but at that price we’d strongly advise buying one of our other picks instead.
Pros
More spacious sound than most dedicated gaming headsets
You won’t find a good open-back gaming headset for less than $50, so if you’re on a tight budget and need a built-in mic, you’ll have to compromise on sound quality. With that in mind, the HyperX Cloud Stinger 2 is a decent buy for $40 or so. It gets the comfort part right, as its pleather ear cups don’t clamp down hard and have enough soft padding where it counts. Its mic makes voices sound relatively clear and accurate as well. In fact, the mic is a clear step up over the Astro A40’s, though it’s not detachable.
The Cloud Stinger 2 has a V-shaped sound signature, which is to say it exaggerates the bass and treble while recessing the mids. It’s not bad for what it is, and it’ll definitely give action scenes a heavy dose of boom. But the upper-bass is bumped to the point where it may get tiring over time, and you lose some of the fine details you’d hear on our other picks. Since this is a cheap closed-back headset, the Cloud Stinger 2 doesn’t sound nearly as wide as the pairs above, nor is it as nuanced about positioning sounds accurately. All of that makes it less than ideal for competitive games, though it can still sound “fun” with many other titles.
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Beyond that, the plastic design feels cheapish. Its cable isn’t removable, and it doesn’t block much outside noise despite having a closed-back design. Nevertheless, you have to pick your battles in this price range. The Cloud Stinger 2 is flawed, but it does enough well to be a good headset for certain budget-conscious buyers.
The Astro A50 X costs an eye-watering $380, so we can’t reasonably recommend it to most people. However, if you can stomach the price, this is a uniquely convenient wireless headset for hardcore gamers who own a PS5, Xbox Series X/S and gaming PC. That’s mainly due to its included charging dock, which serves as a unified A/V station for those three platforms. By chaining HDMI and USB cables from a PS5, Xbox and/or PC to the A50 X’s base station, you can connect the headset to all three devices simultaneously. From there, you can swap to your active machine just by pressing a button on the right earcup.
This is a pain to set up: As shown in Logitech’s 12-minute (!) video tutorial, connecting both consoles and a PC requires seven different cables, a few of which aren’t in the box, plus some futzing around in each system’s menus. It’s not totally seamless once everything’s up and running, either: We had to manually change video signals when switching from a PC to a console (though not when doing the inverse) and manually change our PC’s audio output when we wanted to listen through desktop speakers. All of this requires you to keep your gaming hardware in the same area, too.
But for the most part, the A50 X is the most practical wireless headset we’ve tested for multi-console setups. Instead of needing two headsets for Xbox and PS5/PC, or having to reconnect one headset each time you change consoles, all you have to do is take the A50 X off its dock, turn it on and select the platform you want to use. A small LED display on the dock will show the active connection, and the headset will automatically play the correct audio source. With a PS5 and Xbox, it’ll automatically swap video. So long as you use HDMI 2.1 cables, the base station can pass-through 4K 120Hz HDR video to the two consoles, with support for VRR and ALLM. You can also connect the A50 X to a Switch or mobile device via Bluetooth — though you need to be within range of the base station for that to work, and you don’t get the same fast-switching functionality.
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All these connectivity tricks wouldn’t mean much if the A50 X was a shoddy headset, but thankfully, it’s not. It’s among the better-sounding wireless headsets we’ve used; it’s not “$380 good,” but it’s dynamic, with rich, relatively nuanced bass and a clean midrange. Explosions and gunshots have a good crunch without sounding overly thick, and it’s generally accurate at locating footsteps and nearby effects. The Audeze Maxwell is still a level above, however; the A50 X has a darker tilt by comparison, so it captures less detail in the treble range and feels more boxed-in. It also can’t match the wider, more enveloping soundstage of our open-back picks. Still, most people will be happy with it, and you can customize its EQ curve to an extent through Logitech’s G Hub software.
The A50 X’s design is like a nicer version of the A40. It’s largely plastic, but it feels sturdy. The fuzzy, fabric-covered foam on its earpads and headband is soft and breathable, and while the headset isn’t super light at 0.8 pounds, it distributes its weight in a way that feels comfortable yet secure. You can also adjust your game-to-chat audio mix right from an earcup. It doesn’t isolate outside noise very well, though, and its boom mic is permanently attached. Its battery life is mediocre as well — Astro rates it at up to 24 hours at moderate volumes — but since the headset is designed to sit on its dock when it’s not in use, that’s not a serious issue. The mic, meanwhile, is one of the very best we’ve used any gaming headset, wired or wireless. Voices sound cleaner and more natural than they do with the Maxwell, and background noise is largely kept in check.
Enclosure: Closed-back | Driver: Dynamic | Frequency response: 60 – 20,000Hz | Mic: Yes, not detachable | Connectivity: HDMI audio, USB audio, Bluetooth | Weight: 363g
Pros
Closest thing to a truly universal wireless gaming headset
Note: This is a selection of noteworthy gaming headsets and headphones we’ve put through their paces, not a comprehensive list of everything we’ve ever tried.
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Corsair Virtuoso Pro
The $200 Corsair Virtuoso Pro is another one of the few dedicated gaming headsets with an open-back design. It has a relatively dark sound with mostly underemphasized treble and elevated upper-bass, though the highs are clearer here than they are on the Astro A40, and it still delivers a wider soundstage than most gaming headsets. We preferred this signature over Astro’s pair with some games, though in others it felt less balanced. The Virtuoso Pro’s mic is decidedly less muffled than the A40’s but still sounds fairly thin, so it’s merely decent compared to the wider headset market. Its headband adjustment mechanism feels cheap, too, and you can’t detach the mic without swapping cables out entirely. Its round, breathable ear cups and manageable weight do make it easy to wear, though, and it comes with a sturdy travel case for protection. Ultimately, it’s a decent buy, but it’s hard to justify over the more featured and easier-sounding Atlas Air.
HyperX Cloud Alpha Wireless
The HyperX Cloud Alpha Wireless can last well over 300 hours at moderate volumes, which is remarkable and by far the best of any wireless model we’ve tested. It’s light and not too snug on the head, and its powerful bass lends a real sense of excitement to in-game action. But it blunts more detail than the Atlas Air, Maxwell and A50 X, and its mic isn’t as good. Several users have also reported latency issues when using the headset with HyperX’s Ngenuity software, and there’s no Xbox, Bluetooth or wired audio support. Still, if battery life is paramount, you may be able to look past all of that.
Logitech G Pro X 2 Lightspeed
If the Audeze Maxwell is out of stock, the Logitech G Pro X 2 Lightspeed is another quality wireless headset worth considering. It sounds better than the HyperX Cloud Alpha Wireless, with satisfying but more controlled bass and more accurate mids, and it’s lighter on the head than the Maxwell. Logitech rates its battery life at 50 hours, but we found it to last much longer at moderate volumes. However, similar to the Astro A50 X, a dip in the treble makes it sound darker and more veiled than the Maxwell, and it doesn’t have any HDMI-switching tricks to fall back on. Its mic also sounds less natural than those of the Maxwell, A50 X and Cloud Alpha Wireless. Plus, while it can connect over a USB dongle, Bluetooth or a 3.5mm cable, it can’t pair to two devices at once like Audeze’s and Astro’s pairs. Our biggest issue is the price: Value-wise, it’s in something of a no man’s land at its MSRP of $250. It’s a fine choice if it dips below $200, though.
Razer BlackShark V2 Pro
The wireless Razer BlackShark V2 Pro is tremendously comfortable and has a good mic, but its boomy sound is less refined and detailed than the Audeze Maxwell. As a closed-back headset, it also lacks the width of the Atlas Air. There’s no support for wired audio either.
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Logitech G535 Lightspeed
The Logitech G535 is an impressively light (0.52 pounds) and comfy wireless headset that’s often available for $100 or less. It has a relatively neutral sound signature: not flat, but not beholden to big, thumping bass. It can make details in the mids sound thin, and if anything it could use a little more sub-bass, but it’s an agreeable listen overall. However, its mic isn’t especially full, and its 35-or-so-hour battery life is a significant drop from our top recommendations. It doesn’t work with Xbox’s wireless protocol or Bluetooth either, and it forces you to crank the volume to reach a listenable level. But if you don’t want to spend a ton on a wireless headset, it’s a fine value.
SteelSeries Arctis Nova 7X
Xbox owners who want a more affordable wireless headset than the Audeze Maxwell could do worse than the SteelSeries Arctis Nova 7X. It’s another bass-forward pair, and its mic is comparable to that of the Cloud Alpha Wireless. It offers multiple connectivity options, including Bluetooth and a 3.5mm cable. While it’s marketed for Xbox, it can also connect to PCs and PS5s. Its 30-ish-hour battery life is well short of the Maxwell and Cloud Alpha Wireless, however, and its uneven treble can cause things like in-game dialogue to sound masked in certain titles.
HyperX Cloud Alpha
The wired HyperX Cloud Alpha often goes for $80 or less, and at that price it’s a decent middle ground between the Cloud Stinger 2 and Astro A40 if you really want a closed-back gaming headset. It’s old, but its plush earpads and headband are comfy, and its detachable mic, while not superb, is still better than the one on the A40. Its treble is underemphasized, however, and again it sounds more “in your head” than Astro’s pair.
SteelSeries Arctis Nova Pro
The SteelSeries Arctis Nova Pro is comfortable and has a noticeably clearer mic than the Astro A40. It also comes with a useful DAC that makes it easy to adjust the headset’s EQ and game-to-chat mix on the fly. However, its closed-back design can’t provide the same enveloping sense of width, and its default sound can sound piercing in the treble. Like the Virtuoso Pro, it’s also a bit too pricey, typically hovering in the $200 to $220 range.
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SteelSeries Arctis Nova Pro Wireless
The SteelSeries Arctis Nova Pro Wireless is largely similar to its wired counterpart but adds a passable level of active noise cancellation. Being able to hot-swap battery packs and connect to multiple devices at once is also nice. It’s not as convenient for multi-console play as the Astro A50 X, though, and it usually costs more than the Audeze Maxwell, which sounds better, has a superior mic and lasts longer on a charge.
Beyerdynamic MMX 200
The wireless Beyerdynamic MMX 200 locates in-game effects accurately, feels sturdy and has a great boom mic, but it sounds less articulate than the Audeze Maxwell, with heavily exaggerated bass and recessed lower-mids. There’s no game-to-chat mix or custom EQ tools, which is tough for a $250 headset, and its 35-hour battery life is unremarkable. We also found its sweat-inducing ear cushions and headband to clamp down too tight for comfort. However, the built-in transparency mode is nice and the tight fit does a good job of isolating outside noise.
HyperX Cloud III Wireless
The HyperX Cloud III Wireless is comfy and can last up to 120 hours per charge but sounds less dynamic than the older Cloud Alpha Wireless, with weaker bass response. Like that pair, it also lacks a 3.5mm jack, Bluetooth audio support and Xbox compatibility. The Cloud Alpha Wireless still gets nearly three times the battery life, too, so it remains a better buy if you want a wireless headset for PC or PS5 in the $150 range.
Sennheiser HD 490 Pro
The Sennheiser HD 490 Pro are studio-focused open-back headphones that also work well for gaming. They come with two sets of ear pads, one that slightly elevates the bass and another that bumps the midrange, though they deliver impressive width and detail either way without pushing too hard in one direction. They’re a pleasure to wear over long stretches, both lighter than the DT 900 Pro X and less stiff than the HD 560S. That said, they cost $400 and their sound profile is more of a nice alternative to our top picks than something clearly more natural or resolving. Most people don’t need to pay the premium.
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Recent updates
November 2024: We’ve updated this guide with a new recommendation for the best dedicated gaming headset, the Turtle Beach Atlas Air, and reorganized our picks accordingly. We’ve also added notes on other gaming-friendly headphones we’ve tested, including the Sennheiser HD 490 Pro and Razer BlackShark V2 Pro, and removed a couple of write-ups on headsets that are no longer available.
Sony reported its quarterly results tonight and it said that third-party games helped it grow operating profits by 2.8 times in the quarter compared to a year ago.
The games that took off included Astro Bot, which debuted on the PlayStation 5 on September 6 and generated 1.5 million copies sold.
So far this year, Helldivers 2, which debuted on February 8 from third-party dev Arrowhead Game Studios, has sold 12 million copies on the PC and PS5.
And Sony’s Ghost of Tsushima Director’s Cut has sold 9.7 million copies on the PS5 and the PC since its debut on May 16.
Sony also got a boost this year from The Last of Us Part II Remastered and from Horizon Forbidden West on the PC, but it did not say how much those games sold.
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