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Fosi K7 Gaming DAC and HP Amp Review

Rate this DAC & HP Amp

  • 1. Poor (headless panther)

    Votes: 2 1.1%
  • 2. Not terrible (postman panther)

    Votes: 6 3.3%
  • 3. Fine (happy panther)

    Votes: 69 38.1%
  • 4. Great (golfing panther)

    Votes: 104 57.5%

  • Total voters
    181
According to my measurements, the maximum undistorted power (THD+N<1%) of Fosi K7 under a 32Ω impedance 1000Hz sine wave is 551mW (single-ended) and 2257mW (balanced), with an output impedance of 0.45Ω (single-ended) and 0.34Ω (balanced).
 
Somehow I doubt that.
Okay?

Go take a browse through Best Buy at all the gear marketed at gamers. The obvious target demo is 20-something guys playing competitive multiplayer games. No one is selling "gamer" chairs or "gamer" mice or "gamer" energy drinks or "gamer" headset/mics and targeting them to middle aged folks playing 4x strategy games on their own.
 
Great review and this looks suitable for my desktop setup. Can someone interpret the measurements for me and say how suitable this would be for Dan Clark NOIRE XO Headphone? These have a nominal impedance of 13 ohms but the tests are at 300 ohm and 33 ohm so is it possible to extrapolate or guess the performance from that?
 
Encoders with marked knobs?
Don’t bother trying to convince me — it looks awful.
 
Completely guessing, but from the list of chips they list on their product page, the (Bluetooth) Qualcomm QC3031 appears to have a microphone input in their datasheet. This could be the microphone, ADC, that they are using (only FOSI knows):

1751651629676.png
 
Okay?

Go take a browse through Best Buy at all the gear marketed at gamers. The obvious target demo is 20-something guys playing competitive multiplayer games. No one is selling "gamer" chairs or "gamer" mice or "gamer" energy drinks or "gamer" headset/mics and targeting them to middle aged folks playing 4x strategy games on their own.
Wouldn't know about "best buy" as I don't live in trumpland, but single player games are actually pretty huge, thing is they don't need that kind of cheap, tacky, glitzy stuff. Doesn't mean they don't want quality audio hardware, quality controllers, screens and chairs, just not with chintz, oh, and no need for a microphone.
 
As its technically an interface I would have liked to see microphone in / preamp performance as well. Their power out @32/33ohm claims don't seem to match though, allegedly it supposed to be 600mw per channel @32ohm.

1751674587852.png
 
What is the difference between connecting the RCA output and the headphone output using a plug to RCA cable to a Fosi amplifier?
 
What is the difference between connecting the RCA output and the headphone output using a plug to RCA cable to a Fosi amplifier?
Typically the RCA output has a 100 ohm series resistor. That makes it unsuitable for using it as headphone out. But allows it to not get damaged if you short it out and such.

Converting the headphone out to RCA works as long as you don't crank up the volume too high.
 
Such 3.5 mm microphone inputs are made for the tiny mic capsules of 'pro gamer' headsets.
They support low voltage phantom power only. (1.5-5V?)

As far as I know, there are not many good sounding headset microphones out there, most are worse than a regular iPhone mic.

To me they missed the opportunity to offer a real mic input with 48V phantom power.
 
Such 3.5 mm microphone inputs are made for the tiny mic capsules of 'pro gamer' headsets.
They support low voltage phantom power only. (1.5-5V?)

As far as I know, there are not many good sounding headset microphones out there, most are worse than a regular iPhone mic.

To me they missed the opportunity to offer a real mic input with 48V phantom power.

I agree. Headphones like the Audio-Technica ATH-M50xSTS XLR could use an XLR mic input on the front.
 
Upmixing stereo to 7.1 is a gimmick, specially while using dual transducers (headphones and monitors). However, down mixing multi ch to dual transducer using dolby atmos and like-minded software is not a gimmick. The results are even better if the software is already encoded for atmos and have HRTF functions applied: it's the difference between well positioned sounds inside the soundscape and traditional, hard panned stereo.

In today's gaming industry, developers are spending a great amount of time and money into these technologies with great success. Valve uses HRTF data in cs2 and csgo; Dice and Activision adopt dolby and inbuilt HRTF; Naughty Dog and Rockstar have the best implementation of immersive audio, even for SP games; etc.

These implementations used to be locked by hardware decoding from brands like Creative and Asus, but in today's world everything is being offered through software already.
It's a real shame that Creative just sat on the Aureal IP they bought and eventually killed it off.
That tech was way ahead of its time and we've only now caught up in the last handful of years.
I remember playing Unreal Tournament 2004 with hardware-accelerated 3D audio for the first time and it felt like I had an unfair advantage being able to pinpoint enemies through walls :)
Would be interesting to see what immersive game audio would be like now if Aureal kept working on it.
 
It's a real shame that Creative just sat on the Aureal IP they bought and eventually killed it off.
That tech was way ahead of its time and we've only now caught up in the last handful of years.
I remember playing Unreal Tournament 2004 with hardware-accelerated 3D audio for the first time and it felt like I had an unfair advantage being able to pinpoint enemies through walls :)
Would be interesting to see what immersive game audio would be like now if Aureal kept working on it.
I was wondering why positional audio seemed to sort of die off in games. In the past I deemed it essential to have that and 5.1 speakers for full situational awareness in competitive first person games and then games stopped having those 3d sound options and my creative sound card and it's 3d sound drivers seemed to no longer be supported plus my 5.1 speaker system died so I've been on 2.0 for a few years now. For a while I looked for a suitable sound card and multi channel amp to create a new 5.1 system but the options weren't great for me while not being sure if games even do full positional audio any more.

Sorry that's a bit off topic but it is sort of relevant as these DACs fit in where we used to use a soundcard and it used to be that a soundcard without 3d positional audio and a minimum of 5.1 multi channel was not for gaming.
 
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Great review and this looks suitable for my desktop setup. Can someone interpret the measurements for me and say how suitable this would be for Dan Clark NOIRE XO Headphone? These have a nominal impedance of 13 ohms but the tests are at 300 ohm and 33 ohm so is it possible to extrapolate or guess the performance from that?
My guess is the lack of reply means this HPA is not suitable for those headphones.

The Dan Clarks may be in the further future than I thought as having some spare money seems to mean we need the drive re-doing, a piano and now I need a dental implant before I get new headphones. Nice looking desktop DAC though. :)
 
I was wondering why positional audio seemed to sort of die off in games. In the past I deemed it essential to have that and 5.1 speakers for full situational awareness in competitive first person games and then games stopped having those 3d sound options and my creative sound card and it's 3d sound drivers seemed to no longer be supported plus my 5.1 speaker system died so I've been on 2.0 for a few years now. For a while I looked for a suitable sound card and multi channel amp to create a new 5.1 system but the options weren't great for me while not being sure if games even do full positional audio any more.

Sorry that's a bit off topic but it is sort of relevant as these DACs fit in where we used to use a soundcard and it used to be that a soundcard without 3d positional audio and a minimum of 5.1 multi channel was not for gaming.
Some games have fantastic 3D positional audio, Battlefield 1 is one of them. If you have a DAC that can be seen by the OS as a 7.1 channel audio device then it will actually output to your DAC on all those channels for positional audio. For different games it's important to know if the game is either outputting to the DAC at 7.1 or if the game is instead doing all it's own virtual surround processing within the game engine itself, which in the latter case you would flip your gaming DAC to straight up 2 channel mode and let the game do all the virtual surround processing....so it's important to know how the game creates & handles multichannel.
 
Some games have fantastic 3D positional audio, Battlefield 1 is one of them. If you have a DAC that can be seen by the OS as a 7.1 channel audio device then it will actually output to your DAC on all those channels for positional audio. For different games it's important to know if the game is either outputting to the DAC at 7.1 or if the game is instead doing all it's own virtual surround processing within the game engine itself, which in the latter case you would flip your gaming DAC to straight up 2 channel mode and let the game do all the virtual surround processing....so it's important to know how the game creates & handles multichannel.
What would you say is currently the best game agnostic virtual surround sound solution? Atmos?
 
What would you say is currently the best game agnostic virtual surround sound solution? Atmos?
Some say Atmos (now repackaged as part of Dolby Access), others say DTS (both have software downloads accessible via the Microsoft Store on Windows 11).
I've tried both, and they each have their pros and cons.

For myself, I'm actually using a Sound Blaster GC7 right now for gaming (headphone & mic inputs) -- I'm using its packaged SXFI software (in Scout Mode) + Dolby Atmos (in Game Mode: Warm Equalizer Setting) ... I know, double layering two software sound sets, but it seems to work ok so far ... but am seriously considering buying the K7 sometime this year.

If I do buy the K7, I'm definitely gonna play around with both Dolby Access & DTS, and see which one I like better.
 
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