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Monday, 23 March 2026

“Disgust” over Nvidia’s DLSS 5 has the games industry on edge

“Disgust” over Nvidia’s DLSS 5 has the games industry on edge

One image was all it took to ignite a global controversy. Technically, it was two visuals stitched together in a side-by-side comparison. But it was enough to stoke the flames of outrage towards a global AI superpower.

One part of the image showed a young, blonde-haired woman in the rain, staring beyond the camera in a gloomily lit scene. Next to the image was another visual of the same scene, yet noticeably different. The scene’s lighting had changed, as had the woman’s features. Her lips looked fuller and redder, her hair contained more colour than was previously present, and her eyebrows more arched.

Depicted in the visuals was Grace Ashcroft, one of the protagonists of Resident Evil Requiem, the latest entry in the long-running horror game series. Aside from her terrifyingly starring role in the game, she’s now the centre of a storm surrounding DLSS 5, an AI technology recently unveiled by Nvidia.

Resident Evil Requiem Grace Ashcroft before DLSS 5Resident Evil Requiem Grace Ashcroft after DLSS 5
Drag the line to see the before and after comparison. Images: Nvidia / Capcom.

Criticism came swiftly following DLSS 5’s reveal; gamers and game developers all over the world decried the altered version of Ashcroft as an example of ‘AI slop’. This sentiment wasn’t confined to one corner of the internet, either. Posts in popular gaming subreddits lampooning DLSS 5 have upvotes in the tens of thousands, memes flooded social media, and even the comments on Nvidia’s reveal video are overwhelmingly negative.

In the face of all this criticism from players, the leather jacket-clad Nvidia CEO Jensen Huang dismissed the response as “completely wrong”.

But gamers aren’t the only ones incensed about DLSS 5’s visual interference; those who make games have reacted strongly, from “disgust” to thinking the upscaled images were a “joke”. And there are fears that the impact of Nvidia’s new technology will reach much further than changing the way games look.

What is DLSS meant to do?

DLSS, short for ‘Deep Learning Super Sampling‘, is a suite of Nvidia technologies designed to help games run smoother and look clearer. Rather than being one all-encompassing tool, it’s a collection of AI-based rendering technologies that achieve slightly different outcomes.

Some, like ‘Super Resolution’, sample images at a lower resolution to then upscale them to a higher quality. It’s meant to be less taxing on a device’s (usually a PC) graphics processing unit (GPU), so games can run smoother, in more frames per second, at a higher resolution output.

Game developers can opt in to use DLSS technologies, and players can tweak and toggle DLSS on and off via a game’s settings menu. Theoretically, the technology is meant to improve the performance of games, even on lower-powered hardware.

So far, DLSS has largely been used to upscale images or generate additional frames to make games look smoother. But not all game developers see it as a net positive.

“I’ve always felt a little bit uncomfortable with DLSS technology,” said Jack Kirby Crosby, a Melbourne-based artist working on Summerhill. “It feels like a technology that you go over to your grandparents’ and turn off motion smoothing on the TV.”

Jack Kirby Crosby headshot
Melbourne-based artist Jack Kirby Crosby (Summerhill, Moving Out 2, Armello) is among the critics of DLSS 5. Image: Supplied.

With the announcement of DLSS 5, performance and upscaling were no longer the main features. According to Nvidia, DLSS 5 included a “real-time neural rendering model” that aims to turn video game graphics into “cinematic” and “photoreal” visuals.

Crosby, who was also the Art Director on Moving Out 2, felt “disgust” upon seeing Nvidia’s demos, joining a chorus of people who believe that the technology makes wholesale changes to the source material.

“The concept of a program or a piece of software that’s heavily integrated with a graphics card, creating new stuff inside a game that may not have been there from the start, makes me deeply uncomfortable.”

Summerhill screenshot
Summerhill is from the same core team behind the Alto’s Adventure series, which is also known for its beautiful imagery. Image: Land & Sea.

He wasn’t the only one who reacted negatively to Nvidia’s latest technology. Legions of gamers voiced their collective displeasure, with many considering DLSS 5 an overreach of the technology by drastically changing a game’s visual style.

“I genuinely thought [the DLSS 5 demo] was a joke when I saw some screenshots,” said Dean Walshe, a Canberra-based 3D artist who worked on the highly stylised Void Bastards and its follow-up, Wild Bastards. “I assumed the original would be much more restrained and the internet was just doing their thing of goofing on it.”

What does DLSS 5 do to a game’s graphics?

Much of the heated discussion surrounding DLSS 5 centres on exactly how the technology is changing the original visuals. When responding to the initial wave of criticism, Huang explained that the technology “fuses controllability of the geometry and textures and everything about the game with generative AI”.

“It’s not post-processing, it’s not post-processing at the frame level, it’s generative control at the geometry level.”

Nvidia DLSS 5 diagram
Image: Nvidia.

However, further clarification provided by Nvidia seems to contradict Huang’s remarks. A more recent explanation suggests that DLSS 5 applies changes based on analysis of a 2D frame, without factoring in details outside of the frame.

While many have taken issue with the process, including its use of generative AI, the output has attracted the most attention. Using the controversial Grace Ashcroft comparison as an example, Walshe explained why the processed image looks so different.

“All her skin has higher specular contrast and a finer micro detail applied to it,” he said. “Most people have seen this sort of stuff with face filters already on their phones and it’s having a similar result here in erasing and overwriting a lot of the original look.”

Resident Evil Requiem Grace Ashcroft before DLSS 5Resident Evil Requiem Grace Ashcroft after DLSS 5
Images: Nvidia / Capcom.

To Crosby, DLSS 5’s output is a broader reflection of the style associated with AI-generated imagery.

“To my eyes, it looks like what that’s doing is looking at the ambient light that’s happening inside of the game and trying to move it closer to what this algorithm has been programmed to perceive as quote-unquote ‘more realistic’,” he said.

“It’s taking so much data that it’s actually averaging the look and making it feel almost generic in its styling. So as with all AI stuff, you’re kind of looking at the average of things, and I think average is just kind of boring.”

Walshe agreed, extending his criticism to the rest of Nvidia’s demos and how the technology attempts to depict a cohesive scene in a video game.

Void Bastards screenshot
Wild Bastards, which Dean Walshe worked on, has a stylish graphic novel style. Image: Blue Manchu.

“The biggest part with all of these examples though is even if you liked the result, you now have this giant disconnect between game character models and their environment,” he said.

“None of them seem connected to the world around them, but rather badly photoshopped stock actors into a game. They sit next to a shelf that still has 3D aliasing issues and a low-poly glass with terrible transparency.”

A graphical arms race

Compounding the criticism of the next-gen DLSS technology is its high barrier to entry. An early demo available to attendees at Nvidia’s GTC conference ran on PCs equipped with two GeForce RTX 5090 graphics cards. One GPU rendered the game, while the other ran the DLSS model.

In Australia, an RTX 5090 costs upwards of $6,000. They launched closer to $4,000 in 2025, but multiple factors, including the global memory shortage, have caused the prices of PC components to skyrocket.

PGrid Nvidia GeForce RTX 5090 price history graph
Screenshot: PGrid.

Nvidia claims that “DLSS 5 will be optimised to run on a single GPU” when it launches, but the prohibitively high hardware cost remains.

Putting the dollar figure aside for a moment, Nvidia’s strategy is one familiar to Dr Brendan Keogh, an Associate Professor in the School of Communication at Queensland University of Technology. As both a games researcher and a developer, he has seen this technological hype cycle many times before.

“Ultimately, companies are trying to make a profit,” Dr Keogh said. “Game developers want to make a good game, but their employers want to make the cheapest game capable of making the most profit.”

He adds that technology improvements do come with upsides, like helping make independent games more viable for smaller teams. But the main issue, according to Dr Keogh, is when platform holders keep making lofty promises to sell new hardware at regular intervals. It’s part of what he calls “a multi-year scam that DLSS 5 is but one minor chapter of”.

Dr Brendan Keogh headshot
Image: Supplied.

“…photorealism, and especially cinematic photorealism become the forever-out-of-reach promise of each new technology that encourages players to buy new hardware, to buy new remasters, to buy new sequels,” Dr Keogh said.

According to Crosby, handing over the visual style of a game to generative AI technology removes the intentionality and human element of game development.

“Every project that you work on is arrived at through a plethora of decision making,” he said. “What’s appropriate for the gameplay? What’s appropriate for the feeling or mood we’re trying to engender in our players? What will players get excited about?”

On Moving Out 2, a chaotic furniture removal multiplayer game, Crosby described how the art team emphasised the characters’ wacky expressions. Building on the first game, the team hand-animated the eyes and mouths as 2D textures separate from the rest of the character models, leading to a more comedic effect.

Moving Out 2 screenshot farm animals
Moving Out 2‘s distinct visual style favours expressiveness and comedy over realism. Image: SMG Studio / Team17.

Human emotion and interpretation also factor into game development, even on remasters of older games. Early in Crosby’s career, he worked on The Legend of Zelda: Twilight Princess HD remaster for the Nintendo Wii U. The original 2006 version is deeply personal to Crosby, having played it with his cousin, whose best friend had recently died by suicide.

“I have a personal connection to that game in having played it, and artificial intelligence cannot have that experience,” Crosby said. “It can’t have a human connection to what it is because it’s not human.”

Even with people involved when modernising older games, he believes that the original version of any game will be the most authentic representation of the artists’ original vision. Technological limitations require teams to collaborate and find creative solutions, which is part of what Crosby feels is the “deeply human and personal” aspect of game development.

In the pursuit of fidelity and realism, he laments the “diminishing returns” the industry has reached.

“…over the decades we’ve been pursuing realism at a rapid pace, trying to make games look and feel more hyper realistic in a sort of graphical arms race to kind of achieve the most perfect representation of reality,” Crosby said.

Many of the artists and developers spoken with for this story agreed that a game’s overall style outweighs any attempts at pushing graphical boundaries.

Super Mario 64 remastered screenshot Chain Chomp
Super Mario 64, which has since been remastered, was revolutionary at the time. But its charmingly colourful graphics make it timeless. Image: Nintendo.

“The games from decades past that have stood the test of time are those that reject ‘photorealism’ in favour of having an actual style: Katamari Damacy, Rez, Super Mario 64, practically every Nintendo IP,” Dr Keogh said. “And look at the most popular games today: mobile casual games, Minecraft, Roblox, and weird cheap games on Steam.”

“Photorealism doesn’t sell games anymore, but it’s the only trick the biggest companies have up their sleeve.”

The games industry’s Ship of Theseus moment

The discussion surrounding DLSS 5 conjures shades of Microsoft’s poorly received AI-generated demo of Quake II. Demoed as a potential tool to assist with game preservation, Microsoft’s generative AI technology was criticised for how useful it would actually be to implement.

Similarly, technologies like DLSS 5 are causing headaches for preservationists who are trying to figure out what it means for how games are shown to future generations.

“If these new AI technologies become essential for making and playing games, it has the potential to not only add another layer of potential copyright complexity but bring into question what version of a game should be preserved,” said Chloe Appleby, Program Curator at Sydney’s Powerhouse Museum.

Chloe Appleby headshot
Chloe Appleby questions how technologies like DLSS 5 will impact game preservation efforts. Image: Supplied.

“Do we preserve both DLSS off and on? Is the DLSS 5 version consistent amongst players and if not, what version represents the collective experience?”

On top of determining what gets preserved, the proliferation of AI technologies also complicates the historical element of showing games. Appleby’s work involves sourcing items for collection, as well as organising events such as ALT: GAMES, a grassroots festival for the New South Wales video game community. From her perspective, technologies like DLSS 5 add more variables to her job.

Photo of ALT Games 2025
Community events like ALT: GAMES celebrate the artistry and human elements of game development. Image: ALT: GAMES, photographed by Grant Leslie for PHIVE City of Parramatta 2025.

“Experiences and intent from both the maker and the player changes significantly with this tech which impacts curatorial justifications and interpretations,” Appleby said. “In an exhibition context, how do you present this tech with the game? If you must display it, is the maker’s intent or the audience’s collective memory being compromised?”

What is the long-term impact of DLSS 5?

Backlash to DLSS 5 and the high price of compatible hardware equals a lot of unknowns as to the impact of Nvidia’s technology. Even so, it’s sparked a lot of speculation about AI technologies and working conditions more broadly.

At the time of Nvidia’s announcement, Bethesda, Capcom, and Ubisoft were among the major companies supporting DLSS 5. Reportedly, some developers at studios supporting DLSS 5 found out about the technology at the same time the public did.

Starfield screenshot before DLSS 5Starfield screenshot after DLSS 5
Bethesda’s sci-fi epic Starfield was one of the games shown during the DLSS 5 demo. Images: Bethesda / Nvidia.

Dr Keogh is circumspect about whether DLSS 5 will tangibly change game development, “especially considering the huge negative backlash to how terrible it looks”.

“What will be important is for players to be vocal about the fact they want games made by actual human beings, that don’t require burning down whole forests and using huge amounts of water just to render bad shadows.”

“A painting isn’t automatically better if it has more colours and a video game isn’t automatically better if it has more pixels,” Dr Keogh said.

It’s a sentiment shared by Crosby, who criticised the act of trying to assign objective value to a subjective medium.

“Imagine you look at a Frida Kahlo painting and you’re like, ‘that’s only a 7 out of 10 because the rendering on her eyebrows doesn’t feel realistic – there aren’t that many people with monobrows, and so therefore that’s not that realistic’,” Crosby said. “It’s just absurd!”

There’s also precedent for game development studios replacing human labour with AI technology. In 2024, King, the mobile developer known for Candy Crush, claimed that a playtesting bot helped increase level iteration speed by 50 per cent. Then, in 2025, reports emerged about more than 200 layoffs at King, with some employees claiming they were replaced by AI tools they helped build.

“This is precisely what game development employers are hoping generative AI will achieve, and it’s up to game developers themselves to organise and prevent this in their workplace,” Dr Keogh said.

Unionisation was also brought up by Crosby, who described capitalism as “the elephant in the room”. With so much of game development shrouded in secrecy, he believes that workers having more control over their work would help push back on perceptions that more detailed graphics equals better games.

“I think we’ve gotten there because we don’t get to talk to the artists that make these games,” Crosby said. “We don’t get to talk to the artists and hear from them and hear what their intent was when they’re making a texture at eleven o’clock at night on a Sunday.”

More than changing how video games look, DLSS 5 is also a lightning rod of criticism for what generative AI represents. It’s the large data sets trained on copyrighted data. It’s the high energy demands to run AI servers. And, as Walshe mentions, it’s the flow-on effects of unaffordable consumer products.

“I would like to be able to buy RAM at a reasonable price again, and I am sure people that play games would rather be able to afford a console or computer than have this trash.”

The post “Disgust” over Nvidia’s DLSS 5 has the games industry on edge appeared first on GadgetGuy.


Sunday, 22 March 2026

The Ecovacs Deebot T90 Pro Omni survived my film studio setup

The Ecovacs Deebot T90 Pro Omni survived my film studio setup

My home is usually a tricky-to-navigate maze of filming equipment, so any robot vacuum has its work cut out for it. Weaving its way through various tripods, lights, and camera gear, the Ecovacs Deebot T90 Pro Omni certainly didn’t struggle to get around my apartment.

I’ve been trying the latest Deebot out lately, which is said to be great for pet owners. Testing a range of spills and messes around my home, the T90 Pro Omni lived up to expectations, leaving the floors nice and clean.

One of the highlights is the robot’s long 27cm mop roller, which covers more surface area in less time. Because of the roller design, it applies more downward pressure, while built-in water jets keep it clean, preventing any smearing along the way.

Stay tuned for a full review of the latest Ecovacs robot, which is so far delivering the goods.

The post The Ecovacs Deebot T90 Pro Omni survived my film studio setup appeared first on GadgetGuy.


Foldable phones may no longer lag behind in camera quality

Foldable phones may no longer lag behind in camera quality

Even though they cost a premium, foldable phones don’t always come with the best cameras. Phone companies often reserve the best cameras for their top ‘slab’ phones. But that trend might be coming to an end, based on the next generation of foldable phones.

Most recently, I’ve tried the Oppo Find N6, which has an impressive four rear cameras, including a 200MP main sensor from photography brand Hasselblad. It’s been a lot of fun seeing what high-quality shots I can take while in Hong Kong. This high-level hardware is also matched by the phone’s software, with a ‘Master Mode’ aimed at replicating the style of a Hasselblad camera.

Alongside the upcoming Motorola Razr Fold, which also has an impressive set of cameras, the Find N6 could usher in a new era of foldables that doesn’t sacrifice camera quality.

Valens Quinn attended an event in Hong Kong as a guest of Oppo.

The post Foldable phones may no longer lag behind in camera quality appeared first on GadgetGuy.


Cheap CD player showdown: Kmart vs Big W audiophile test

Cheap CD player showdown: Kmart vs Big W audiophile test

For thirty years, I’ve been writing about audio gear, almost exclusively ranging from decent to high-end. But isn’t this gear sometimes a rip-off? Why spend hundreds, or even thousands of dollars on something when you can get a seemingly similar thing for just tens of dollars?

So let’s do something that no one in the audio or hi-fi space ever does: let’s do an in-depth look at a couple of ultra-cheap CD players.

I recommend CDs highly. With modern, good-quality players, they sound great. If you buy a CD, with just the slightest of care, you’ll still own the music decades hence. And they’re cheap, especially second-hand.

But the players I usually review and use aren’t cheap. A portable player I reviewed costs over $400. My own Cambridge Audio transport CD costs a thousand dollars, and it runs through a two-thousand-dollar DAC (digital to analogue converter).

Let me say up front that I wasn’t expecting miracles from cheap gear. I anticipated it being noticeably lower in quality than the stuff I normally look at. But I expected the basics to be okay. After all, surely there are now cheap chipsets for, say, CD players that provide reasonable performance for only a few bucks to the manufacturer.

So let’s dig in and see if I’m to be disappointed.

Table of contents

How cheap?

Actually, I bought two. In Kmart, I grabbed an Anko Portable CD Player, model JLR-80877. It cost $39, including ‘retro’ headphones! This thing isn’t much bigger than a CD. The barcode on the box is 9 341111 370752. I mention that, because the model number does not appear on the box, only on the slim manual. Anything I say here may not be relevant to any other Anko model.

Kmart listing of an Anko CD player

The other is from Big W. The Laser Bluetooth CD/MP3 Boombox with FM Radio, model CDBB-BT500 (the model number is above the barcode on the box). This one is mains powered, although it can also run off four C batteries. It cost $45.

I was purposely naïve in my purchases. I did no research. I just wanted the cheapest CD players that were on offer, subject to them having a headphone or line output so I could properly measure their performance. (There were even cheaper ‘CD boomboxes’ in Big W and Kmart – $29 – but neither had such an output).

Big W listing of a Laser CD player

On checking now, I find that the Anko player has no reviews on the Kmart website, while the Laser one has seven, with an average score of 2/5. The complaints are mostly about it not working properly. We’ll see if mine does. The other two reviews found the sound quality inadequate, particularly with bass (‘tinny’). Who could have imagined that a $45 boom box might lack a little boom?

I, for one, assumed that the speakers would be terrible. But I’m interested, if the functions work, in how the unit works with headphones, or plugged into a quality stereo.

The Anko Portable CD Player

Anko is the house brand for Kmart and Target. I googled the model number and found it nowhere else, but presumably, it is a generic player also sold under other brands.

It’s plastic and round and runs off a couple of AA batteries (not included). There is a small window on the lid through which you can see the whirring CD, and a very small display on the leading edge. Connections consist of a 3.5mm stereo headphone output and a socket for a 4.5-volt external power supply. With alkaline batteries, it’s rated for eight hours of operation.

Anko CD player with Laser CD player in background
Image: Stephen Dawson.

There are buttons for play/pause, stop, skip forwards and backwards (fast scanning if held), volume up and down, repeat/random mode, and folder selection for CD-R discs with MP3s. (The specs didn’t mention CD-R/W, and I don’t have any such discs to check.) There’s also a wired switch for bass boost.

The headphone output is “compatible with” 16 to 32 ohms headphones and is rated at 16mW per channel “Max Safe Output”. That doesn’t sound like much power, but for 16-ohm headphones, it’s more than provided by an iPhone 6 (back when they had headphone outputs) or a 4th-generation iPod Classic.

Listening to the Anko Player

As for the headphones, if “retro” is supposed to mean absolutely terrible, I agree. They weigh nothing, and produce a muddled, lumpy, upper bass and midrange, with no treble and no real bass. If you use this player with those headphones, you’ll conclude very quickly that you made a very poor purchase.

So I used the player with rather better headphones and earphones. Keeping in mind the suggested impedance range, I mostly used FiiO JT7 over-ear, open-backed, planar magnetic headphones, and Final Audio B3 in-ear monitors. They have impedances of 18 and 19 ohms, respectively. I also tried some of my other headphones – one pair costs two orders of magnitude more than the player – and even with moderate impedances, they generally produced enough volume.

I was genuinely interested in what I was about to hear. In theory, a cheap chipset should still produce quite reasonable performance with a CD player, but who knows what might happen in a model costing $40?

Anko CD player front angle
Image: Stephen Dawson.

Well, the thing actually sounded quite adequate. I span up the self-titled Dire Straits album – it was one of the first batch of CDs I bought in 1984 – and there was a slight thump once the circuitry engaged, and then the tap-tapping of the second track emerged from the silence. The FiiO headphones aren’t particularly efficient, so I had to wind the volume up to near the maximum. The sound was clean and surprisingly spacious.

Did you notice? The CD player started on the second track, not the first. Nor would it play the first track when I skipped back, or forward through the whole disc and back to the start. It was fine with all the others. So I popped in the Music for Queen Mary (Henry Purcell) CD, thinking I’d see how it worked with Track 10, which simply wouldn’t play on either of the two FiiO CD players I’ve previously used. And the player skipped the first track again! After checking I didn’t have playback on ‘Random’ or something, I skipped through to Track 10, which worked perfectly. But several other tracks didn’t work, including Track 9.

Two CDs. Two Track 1 failures!

But they were both CDs I purchased way back in the 1980s. So I popped in Lorde’s latest, Virgin – the transparent CD – and Track 1 worked perfectly, as did all the others. I ran into no more problems with skipped tracks apart from those two CDs.

Anko CD player buttons
Image: Stephen Dawson.

By the way, the Dire Straits first track worked fine on my Cambridge Audio transport and on the FiiO DM15 R2R CD player. And also on the Laser Boombox.

The Dire Straits album was from the vinyl era, pre-CD, so it doesn’t have much in the way of deep bass. The Lorde CD does have plenty of that, and it was rather recessed with this CD player. Oddly, even with the bass boost circuit engaged. That’s surprising. One problem with a lot of mid-fi gear, especially headphones, is that they are engineered to, if anything, overdo the bass. But there was an absence of deep bass. Even with the bass boost switched on.

I had noticed that one of the listed features was “skip protection”. This typically reads a CD in advance of playback and buffers a certain amount of the music in memory to carry things over, should a bump cause the read head to lose its place. There is no switch to stop it from working. It soon became clear that this does work. One way of telling is that the CD would often stop for thirty seconds at a time while playback would continue from the buffer. Nice engineering, since it extends battery life a little.

Anko CD player headphones resting on top
Image: Stephen Dawson.

So, in summary, seemingly adequate sound, if far from fully high fidelity. Even with the headphone output plugged into my main stereo.

The Laser Bluetooth Boombox

This is, seriously, a full-featured unit. Especially when you consider the price. It plays CDs, includes an FM radio tuner, acts as a Bluetooth speaker, and you can even play MP3 and WMA music files from a USB stick!

Pity about that whole loudspeaker thing. It’s stereo, and each side is handled by a single 65mm driver. It sounds like it. I concur with the purchaser who accused it of sounding “tinny”. But that wasn’t why I wanted it. I used it either with headphones or with the headphone output plugged into my stereo – that’s about $25K in sound equipment.

Laser CD player headphones plugged in
Image: Stephen Dawson.

Briefly, the FM radio worked well enough. It has a scan feature, and thereafter you can just skip from station to station. There’s also an auxiliary input (3.5mm – cable included!) so you can play music back from other devices. As if.

Unlike the Anko CD player, it happily consumed every track of every CD I popped into its top-loaded bay. That bay has a lid that opens to about 40 degrees, if that. Some dexterity is required to get CDs out without scraping their surfaces.

Sound quality? Hmmm. With headphones, and plugged into the stereo, it was … interesting.

With my Final Audio D8000 over-ear planar magnetic headphones, it sounded kind of nice, at least to the extent that you aren’t familiar with how the CD should sound. Holly Cole’s Temptation seemed nice. Bass seemed okay, and there was a decent amount of air in the sound, with little harshness. But when I thought back to how this CD normally sounds, I realised that there was a complete absence of deep bass, and this is on headphones that are extremely good at that. When I switched to some Focal Elear headphones, the upper midrange became noticeably harsh.

Laser CD player speaker grille
Image: Stephen Dawson.

The sound was quite dependent upon the headphones used. With the fairly low-impedance FiiO JT7 headphones, the maximum level was unsatisfyingly low, even though the balance was similar to that of the Final Audio headphones. With Sennheiser IE 300 in-ear monitors, the sound was terrible. Really, not a whole lot better than through the unit’s own speakers. Their low overall impedance, which is quite variable across the frequency range, meant that everything they produced emphasised the weaknesses of the Laser unit itself: all midrange, and a harsh midrange at that. The sound was a little more tolerable with Final Audio B3 in-ear monitors, but it was clearly all midrange with almost no bass or upper treble, producing that damned tinny sound again.

Plugged into my main system, the performance was closer to that with the D8000 headphones, but with music with which I was familiar, the bass and treble were both significantly recessed.

Some measurements

As I keep saying, I feel like the basics of audio reproduction have been solved. And probably ought to have been solved even in the cheapest of gear. It ought not cost a lot of money to produce effective chipsets, especially in bulk.

So I was actually surprised once I measured the two units. Here’s the frequency response of each. Both are driving into a high impedance input, so this is the very best that they can do. To be clear, this is the output of the electronics, independent of anything plugged into them. Flatter is better.

Frequency response graph

As you can see, the Laser Boombox produces midrange, and nothing much else. The Anko CD player delivers a weird frequency response, also lacking in deep bass and high frequencies. I guess the basics haven’t been solved for cheap gear.

That flat line in the middle is for the FiiO CD player, just to provide a standard for comparison. Flatter is better.

The noise performance of both units broke no records, but was adequate enough to keep intrusions below the level of audibility. Even the Laser unit, which delivered significantly worse figures. I measured -72.2dBA for the Laser, -92.8dBA for the Anko and -96.9dBA for the FiiO DM15 R2R. That last figure is, roughly, the theoretical best possible for a CD. Here’s what the noise performance looked like as a graph (lower is better):

Anko-Laser noise.png

signal noise graph

What about distortion? There are two figures for this: harmonic distortion and intermodulation distortion. For comparison, the FiiO player managed 0.06% for total harmonic distortion, and 0.05% for intermodulation distortion. The Anko was way worse at 0.385% and 1.4%, while the Laser Boombox was at 0.39% and 4.0%, respectively!

Here’s the harmonic distortion graph:

signal noise graph

And here’s the intermodulation distortion graph:

signal noise graph

Part of the reason for the poor performance with the Sennheiser IEMs turned out to be because of the highish output impedance of both units, which both affected their frequency balance and reduced the maximum power they could deliver. The output impedance of really high-quality headphone amplifiers is typically less than one ohm, and pretty much all decent headphone amps are well under ten ohms.

The Anko CD player had an output impedance of a mediocre 19 ohms, which meant a maximum output of around 6mW (not the claimed 6mW) into low impedance (16 ohm) earphones. That will produce at most around 8dB above the sensitivity rating of the headphones.

The Laser Boombox was way worse: 96 ohms. The result was at best less than 2mW into those low impedances, or a couple of decibels above headphone sensitivity rating. You’ll want quite sensitive headphones with an impedance of 80 ohms or more to get (semi-)decent sound out of this unit.

On the technical front, there’s only one thing left: pre-emphasis handling. That’s where an extremely small number of CDs from the early days had a boosted treble, along with a flag that told the CD player to reduce the treble (thereby reducing any random noise). Many modern CD player makers seem to have forgotten about this, so those (again, extremely rare) CDs sound harsh with overdone treble.

The Anko CD player does not act on that flag, so that odd CD will sound harsh. And, interestingly, neither does the FiiO DM15 R2R. But whoever designed the Laser Boombox apparently paid attention to the CD Red Book, which defines CD player requirements, and did indeed include the appropriate flag detection and ‘deemphasis’ circuit.

Are these cheap CD players worth it?

Yes, I know they were dirt cheap. But, still, I’m disappointed. I can kind of understand things like higher noise and distortion levels. Presumably, higher-quality component selection costs money.

The same applies to the lowish output levels and high output impedances.

But the weird frequency response weaknesses?

Come on! Aren’t there cheap chipsets that provide the expected frequency response? Or, at least, something approximating it?

So I guess I’ve been disillusioned, disabused of my notion that high fidelity might be achievable on the cheap.

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