HyperX Cloud Revolver Headset Hands-On & Specs

By Published January 07, 2016 at 10:00 am
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HyperX’s new Cloud Revolver headset champions the Cloud II, in the process shifting toward revitalized ID and badging. The Revolver demonstrably tunes headset fitment with the introduction of a suspension headband design, similar in core concept to some popular SteelSeires headsets, and mounts more circular ear cups. The Cloud II (reviewed here) uses somewhat of an oblong circle for its head phone design, an immutable headband, different drivers, and a different mic. Everything’s different at some level – probably a good thing for a maturing division of a large company.

The Revolver is outfitted with one 50mm driver per ear. At this time, HyperX didn’t have available information on diaphragm material and driver spec, but we’ll look more closely at those items when the review window opens. The positioning of the drivers and ear cup design enforces a wider soundstage, something which is generally beneficial to competitive FPS players.

Two models of the Revolver will likely hit the market: One with 3D surround technology from Dolby, priced “around” $150, and one without (stereo), priced around $120. More or less on that pricing – nothing’s quite final yet, but it should be close. The former of the two, with the surround technology, will be suffixed with an “S” identifier (as in “Surround”) – so the Revolver S.

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All models will be closed-back, as we currently understand the lineup.

An in-line dongle on the Revolver S allows control over audio output and mic input volume, with two switches for mic mute and Dolby toggling. The stereo headset removes Dolby toggling support, obviously, but still has volume level adjustment and mic mute.

HyperX is looking at a 2Q16 launch for the Revolver headsets.

Writing, Presenter: Steve “Lelldorianx” Burke
Film, Video Editing: Keegan “HornetSting” Gallick
Photography: James Vincent

Last modified on January 07, 2016 at 10:00 am
Steve Burke

Steve started GamersNexus back when it was just a cool name, and now it's grown into an expansive website with an overwhelming amount of features. He recalls his first difficult decision with GN's direction: "I didn't know whether or not I wanted 'Gamers' to have a possessive apostrophe -- I mean, grammatically it should, but I didn't like it in the name. It was ugly. I also had people who were typing apostrophes into the address bar - sigh. It made sense to just leave it as 'Gamers.'"

First world problems, Steve. First world problems.

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