# Game Presets VxSound includes a research-backed game preset library designed around the gameplay cues that matter in each title rather than one generic "footstep EQ". ## Included games - Rainbow Six Siege - Counter-Strike 2 - VALORANT - Apex Legends - Call of Duty: Warzone - Fortnite - PUBG: Battlegrounds - Overwatch 2 - Escape from Tarkov - Hunt: Showdown 1896 - Battlefield 6 - THE FINALS Each game has two variants: - **Competitive** — the full VxSound cue-priority curve. - **Balanced** — the same game-specific curve at 60% strength. That gives **24 built-in game presets**. ## What the research changes The presets do not assume every game needs the same EQ. - Siege gets a stronger low-end reduction because destruction and propagation can create dense masking while movement/gadget detail remains important. - Apex uses a milder external curve because the game already provides a Focused mix and contextual multiband work around enemy footsteps. - Hunt preserves much more low/mid energy because distant gunshots, environmental sound traps and distance judgment are core information. - Overwatch keeps speech/ability midrange intact because hero identity, abilities and ultimate voice cues are as important as footsteps. - Battlefield keeps enough lower-frequency body for vehicles and distance while reducing large-scale rumble masking. ## Frequency approach VxSound uses the app's 10-band layout: `31.25 · 62.5 · 125 · 250 · 500 · 1k · 2k · 4k · 8k · 16k Hz` The curves are intentionally broad and moderate. There is no single universal "footstep frequency" across games, maps, surfaces, characters or headsets. The game itself remains responsible for HRTF, binaural rendering, occlusion, distance and positional audio. VxSound EQ only changes spectral balance. ## Research and exact curves The complete per-game cue research, EQ rationale, exact 10-band values and source links are maintained in [`docs/GAME_PRESETS.md`](https://github.com/Vxiey/VxSound/blob/main/docs/GAME_PRESETS.md). The research metadata is also stored with the code in `GamePresetLibrary`, so tests can verify that every supported game has documented cues, sources and both preset variants. ## Headsets matter These presets are not headphone corrections. If a headset is already aggressive around the presence region, the **Balanced** variant may be a better starting point. Personal Audio remains a separate stage and is applied after the selected channel/game EQ.