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Audeze Maxwell 2 Review 2026: Best-Sounding, 8.5/10

BY·EDITED BYSAM P.·2026-07-15·13 MIN READ·5,203 WORDS·EDITORIAL PROCESS
Audeze Maxwell 2 Review 2026: Best-Sounding, 8.5/10 — STARESBACK.GG blog

Let us dispense with suspense, because the Machine does not do suspense. The Audeze Maxwell 2, unveiled at CES 2026 and shipping from early January at $329 for the PlayStation model and $349 for the still-delayed Xbox one, is the best-sounding wireless gaming headset you can currently buy. It is also, by any honest accounting, a point release wearing a whole-number badge.

Maxwell 1.5: The Verdict Up Front

Tom's Hardware slapped a question mark on the entire premise in its review headline — "Maxwell 1.5?" — and that question mark is load-bearing, because the honest answer is "yes, largely, and it turns out that is enough." The Maxwell 2 is the first major hardware iteration of a line that debuted in 2023 and never actually lost its crown. When the product you shipped three years ago is still beating the field, the correct engineering move is a patch, not a rewrite. Audeze made the correct move and then charged you thirty extra dollars for it.

The one-line verdict

Here is the number you scrolled for: 8.5/10. The Maxwell 2 keeps the 90mm planar magnetic drivers that made the original a genre outlier, fixes the two things people actually complained about — the microphone and the comfort — and bolts on a genuinely modern wireless stack (Bluetooth 5.3 LE Audio, LDAC, Auracast) plus one honest-to-goodness new idea called SLAM. It reinvents nothing. It does not need to. The bar in this category was set by the last thing Audeze made, and the sequel clears it by sanding the rough edges rather than starting over.

What Tom's Hardware meant by "1.5"

The "1.5" jab is fair and also slightly beside the point. Put the two spec sheets side by side and the delta is real but narrow: same drivers, same 10Hz-50kHz range, same steel-and-aluminium skeleton, same swappable cushions and physical buttons and the same triple threat of USB-C, 2.4GHz and 3.5mm. What changed lives almost entirely in three places — the radio, the mic, and a tuning module. If you were hoping Audeze would answer the original's one legitimately irritating flaw, the headband, with a ground-up redesign, prepare for mild disappointment. If you wanted the best drivers in the category paired with a phone-friendly Bluetooth codec and a mic that does not sound like a fast-food drive-through, that is precisely what arrived.

Who this review is for

This is a long review because the Maxwell 2 rewards a long look, and because the interesting questions here are not "is it good" — it is obviously good — but "which version, for which machine, and instead of what." If you own the original Maxwell, most of the next six thousand words reduce to a single question: do three specific upgrades justify a second purchase? Usually not. If you are buying your first serious wireless headset and you care more about how a game sounds than how your headset glows in a dark room, this is the one, and the rest of this is me showing my work. When the original launched, Headphones.com called it "the greatest value in wireless headphones" and SoundGuys called it "the best gaming headset under $300." The sequel inherits both titles and adds an asterisk about spatial audio that we will litigate in full.

What Actually Changed Since 2023

Three things changed that matter, one thing changed that Audeze wants you to believe matters more than it does, and a long list of things did not change at all — which, given the pedigree, is itself a feature. Let us be precise about the deltas, because precision is the only reason to read a review instead of a spec sheet.

The connectivity glow-up: LDAC, LE Audio, Auracast

The original Maxwell ran plain Bluetooth 5.3. The Maxwell 2 runs Bluetooth 5.3 LE Audio, adds LDAC for hi-res streaming that climbs to 990kbps, and supports Auracast broadcast audio. In English: your Android phone can finally feed these headphones near-lossless Bluetooth instead of the ancient SBC floor, and you can tune into an Auracast broadcast — the gym television, the airport gate, a silent-disco transmitter — the way you would tune a radio. This is the single biggest quality-of-life change on the whole product. It is the difference between "a gaming headset that tolerates your phone" and "a headphone you would actually choose for music that also happens to obliterate at gaming." LDAC is Sony's codec, incidentally, and Sony now owns Audeze; that is not a coincidence, and we will get to it.

A better microphone, finally

The original's boom mic was the component reviewers apologised for in the same paragraph they praised everything else. The Maxwell 2 ships a redesigned detachable boom with AI noise cancellation and, per Audeze, roughly double the bandwidth of the outgoing capsule. It will not retire a standalone XLR condenser, and if you stream for a living you will still want one on an arm. But for Discord, for team comms, for the co-op raid where four people are shouting over a boss's death animation, it crossed the line from "acceptable" to "genuinely good." That line is exactly where GamesRadar located one of what it called "the original's only two problem areas," and the mic is the one Audeze fixed most convincingly.

SLAM, battery, and everything that stayed the same

The marquee addition is the SLAM (Symmetric Linear Acoustic Modulator) Tuning System, which earns its own section below and gets it. Battery is rated at 80 hours over 2.4GHz with SLAM off, with the PlayStation version quoting up to 100 hours in the same mode, and fast charging that turns 15 minutes on the cable into 15 hours of listening. Everything else is a deliberate carryover: the 90mm planar drivers, the 10Hz-50kHz range, the steel/aluminium frame, swappable ear cushions, physical control buttons, and the wired-and-wireless trifecta. As with displays, where I keep telling people to buy the panel and not the logo, the substance in a headset lives in the transducer, not the badge — and the transducer here did not change, because it did not have to.

A Short History of the Flat Diaphragm

You cannot understand why the Maxwell line matters without understanding why "planar magnetic" is not marketing vapour. This is the lore section. Skip it if you only want the score; stay if you want to know why a headset can cost $329 and still be, genuinely, a bargain.

Winey, Magnepan, and 1969

The planar magnetic driver was conceptualised in 1969 by Jim Winey, a 3M engineer who founded Magnepan to build flat-panel speakers around the idea. Instead of a paper cone shoved back and forth by a voice coil, a magnetostatic — planar magnetic — driver stretches a large, feather-light diaphragm between arrays of bar magnets. The diaphragm is a thin film with a conductive trace printed across its entire surface; the audio signal flows through the whole membrane at once, so the entire plane moves in lockstep rather than pistoning from a single point. The payoff is low distortion, ferociously fast transients, and bass that comes from displacing a large area of air gently rather than a small cone violently. It is a fundamentally different way to make sound, and it has been the audiophile's not-so-secret weapon for half a century.

Yamaha's Orthodynamic, and why "planar" won

The technology first migrated to headphones in 1970, when Yamaha branded its version "Orthodynamic." For decades the identical idea wore a confusing wardrobe of names — isodynamic, magneplanar, orthodynamic — all describing the same trick of magnets acting on a flat plane. The reason planar never conquered the mainstream is gloriously banal: the diaphragms are large, the magnet arrays are heavy, the drivers are power-hungry, and manufacturing a whole-surface trace to tight tolerance is expensive. That is precisely why finding true 90mm planar drivers in a wireless gaming headset at this price is remarkable. Everyone else in the category ships dynamic drivers because dynamic drivers are cheap, light and forgiving. Audeze ships planar because planar is the entire reason Audeze exists. When a competitor tells you their new dynamic driver "rivals planar," they are telling you what they wish they had.

Audeze, 2008 to the Sony era

Audeze was founded in 2008 by Sankar Thiagasamudram and Alexander Rosson, who met engineer Pete Uka while he was developing flexible circuit materials for NASA — the flex-circuit expertise that makes a thin, even diaphragm trace physically possible. The company reportedly took its name from a "2001: A Space Odyssey" poster hanging in the Southern California garage where it started, and hired planar veteran Dragoslav Colich as CTO to build the LCD-1. Now the plot twist that reframes the entire Maxwell 2: on 24 August 2023, Sony Interactive Entertainment acquired Audeze. The audiophile darling is now first-party PlayStation. That single fact explains why the PlayStation version launched first, launched cheaper, integrates most cleanly with the PS5's audio engine, and ships with Sony's own LDAC codec — and, as we are about to see, why the Xbox version is the one left standing out in the rain.

The Spec Sheet, Row by Row

Here is the whole thing in one table, because a review that makes you hunt for the numbers is a press release with delusions of grandeur. After it, I will tell you which of these rows you should actually care about and which are there to fill a marketing slide.

The full table

AttributeDetail
ModelAudeze Maxwell 2
AnnouncedCES 2026 (early January 2026)
CategoryWireless over-ear gaming headset
Drivers90mm planar magnetic (Neodymium N50 magnets)
Frequency response10 Hz - 50 kHz
TuningSLAM (Symmetric Linear Acoustic Modulator) system
Wireless2.4GHz USB-C dongle; Bluetooth 5.3 LE Audio (LDAC, Auracast)
WiredUSB-C audio; 3.5mm analog
Battery80h rated (2.4GHz, SLAM off); up to 100h on PS version; 15 min -> 15 h fast charge
MicrophoneDetachable boom, AI noise cancellation
Spatial audioTempest 3D (PS5); Dolby Atmos (Xbox / Windows via USB)
Ear cushionsSwappable
ControlsPhysical buttons
Weight~340 g
FrameSteel / aluminium
PlatformsPS SKU: PS5/PS4/PC/Mac/Switch/mobile · Xbox SKU: Xbox Series X/S + others
Price (MSRP)$329 (PlayStation) / $349 (Xbox)
AvailabilityDirect from Audeze; PS in stock, Xbox delayed to later 2026

The numbers that matter

Three rows carry the headset. The 90mm planar magnetic drivers are the largest transducers in any mainstream gaming headset and the entire reason the thing sounds the way it does; every subjective note below traces back to this row. The LDAC plus LE Audio row is what promotes it from "gaming peripheral" to "headphone you would own anyway." And the 80-hour battery — realistically a week or two of evenings between charges, with a 15-minute splash-and-dash worth 15 hours — quietly removes the single most tedious chore of wireless audio. Fast charging on a planar headset that already lasts 80 hours is close to showing off, and I mean that as a compliment.

The numbers that don't

The 10Hz-50kHz frequency range is a spec-sheet flourish; you cannot hear either extreme of it, and neither can the dog sitting on your feet. The 340g weight is the honest cost of a steel-and-aluminium frame wrapped around big planar drivers — it is heavier than most rivals and you will feel it on hour four, though the swappable cushions and revised clamp stop it short of a headache. And "Dolby Atmos support" earns the asterisk it gets two sections down, because whether you actually receive spatial audio depends entirely on which box you bought and which machine you plugged into. A spec that is true only conditionally is a spec you should read the conditions on.

SLAM: The Only Genuinely New Trick

If the Maxwell 2 has a reason to exist beyond "the old one, but with LDAC," it is SLAM. It is also the most over-marketed three letters on the box, so let us carefully separate the real capability from the acronym theatre.

What SLAM actually does

SLAM stands for Symmetric Linear Acoustic Modulator, and it wears two hats. The first is tuning: Audeze uses it to tighten and deepen the bass and to sharpen the spatial presentation without you ever opening an EQ. On planar drivers, which are already fast and low-distortion, the effect is less "bass cannon" and more "the low end finally hits with the authority the detail always deserved." Kick drums have a body they lacked; explosions have a floor. It is a tasteful application of DSP rather than a loudness war, which is on-brand for a company whose customers would riot at a bloated low end.

Hardware mixing vs software mixing

The second hat is the interesting one. SLAM enables hardware-level audio mixing across multiple devices — the headset itself blends, say, your PC's game audio and your phone's call or music simultaneously, inside the cups, without either machine being aware the other exists. Every gaming headset can technically produce "two sources at once" if you count jamming a 3.5mm cable in while the dongle runs. SLAM does it as a designed, tunable feature with proper mixing, and neither the original Maxwell nor most of the 2025 competition offers anything comparable. This is the capability that turns the multi-device juggle — Discord on the phone, game on the PC, music from somewhere, a partner asking a question in the real world — from a cabling problem into a menu setting. It is the closest thing this entire category has produced to a genuinely new idea in two years, and it is the one part of the Maxwell 2 that a spec-for-spec rival cannot simply match with a firmware update.

The battery asterisk

Read the battery row one more time and note the fine print: 80 hours is rated with SLAM off. Switch SLAM on and the figure drops, because a hardware modulator performing real-time mixing and DSP is not thermodynamically free. This is the same diminishing-returns arithmetic I ran on refresh rates in 144Hz vs 240Hz: the headline number and the number you live with are different numbers, and the gap between them is the price of the flashy feature. SLAM earns its battery hit when you are actually juggling devices. Leave it off for a solo campaign and you get the full 80-to-100-hour endurance the marketing quotes. Just do not expect both the flagship feature and the flagship battery figure in the same session — that is a menu you toggle, not a state you occupy permanently.

How It Actually Sounds

A headset review that spends more time on Bluetooth codecs than on sound has lost the plot entirely. Here is the play-through — dozens of hours across shooters, sprawling single-player worlds, and far too much music I told myself was "testing."

In games: footsteps, not fireworks

The Maxwell 2's signature is control. Where a typical gaming headset greets you with a V-shaped smile — boomy bass, sizzly treble, everything in the middle scooped out to sound "exciting" on a showroom clip — the planar drivers deliver a wide, even, almost clinical stage on which you can actually place sounds. In a competitive shooter that means footsteps and reloads occupy their own space instead of drowning under an explosion two rooms away; you hear the flank develop before you see it. SLAM's tightened bass gives gunfire and impacts real weight without turning the low end to mud. It is not the most immediately thrilling sound on the shelf — it is the most informative, and after a week your ears recalibrate and the exciting-sounding stuff starts sounding like a smeared mess. TechRadar and Polygon both landed on the same read: this is a headset that prioritises audio quality over flashy features, and it outclasses its contemporaries "despite lacking drastic design changes."

In music: the reason to keep them on after you log off

This is the test most gaming headsets fail and the Maxwell 2 aces. Feed it LDAC off a phone, or a clean signal over USB-C, and it behaves like the $300-plus planar headphone it essentially is with a boom mic clipped on. Detail retrieval is excellent, the midrange is honest rather than flattered, vocals sit forward without sibilance, and the bass — now with SLAM's assistance — has genuine slam without bloat. The original earned Headphones.com's "greatest value in wireless headphones" line on the strength of music alone; the sequel's superior Bluetooth stack makes that value far easier to reach, because you are no longer forced onto a lossy codec to hear it wirelessly. You will keep these on after the game is over and the party has logged off. No dynamic-driver gaming headset anywhere near this price bracket can make that claim with a straight face.

Spatial audio: Tempest 3D free, Dolby Atmos gated, THX taxed

Now, the asterisk I keep promising. On PS5, the Maxwell 2 uses Sony's Tempest 3D AudioTech, and it is free and automatic — no shock, given who signs Audeze's paychecks now. On the Xbox version connected to an Xbox Series X/S, or to a Windows PC through the USB transmitter, you get Dolby Atmos. But take the PlayStation version to a PC and you fall straight into a gap: to get object-based spatial audio there, you need third-party software such as Razer THX Spatial Audio, which is a $19.99 add-on. It is a small tax and an irritating one, and it exists purely because two console platforms cannot agree on an audio format and you happened to buy the wrong-colored box for your second machine. Budget the twenty dollars if you are a PlayStation-version-on-PC buyer, and do not let it sour an otherwise superb headset.

Five Ways It Actually Plays

Specs are theory. Here is how the Maxwell 2 behaves for five different people, because the correct headset for a couch RPG player is not the correct headset for someone sprinting for a train.

The immersion player and the competitor

Casual immersion. If your evenings are single-player worlds — the kind where you stop moving just to listen to rain on a tin roof — the planar staging is the entire pitch. Ambient detail, dialogue intelligibility and score dynamics land with a realism that dynamic drivers approximate and never quite reach. Leave SLAM off, enjoy the 80-hour battery, and genuinely forget the charger exists for a week or two at a time. This buyer never touches a menu and is delighted.

The competitor. The FPS player is this category's speedrunner — every millisecond and every footstep is currency. Run the 2.4GHz dongle for low latency, not Bluetooth, and the flat, wide stage converts positional audio into an advantage rather than mere atmosphere. You do not get an out-of-the-box "boosted footsteps" cheat EQ, and some competitive players will miss that crutch; what you get instead is an honest stage you can learn and then trust. The mic upgrade, meanwhile, means your callouts finally sound like callouts instead of like a hostage negotiation over a landline.

The audiophile completionist and the multi-device party

The completionist. If you are the person who reads the entire spec sheet and wants a single device to do absolutely everything, the Maxwell 2 was designed at you. LDAC for hi-res music, USB-C for a clean wired chain, 3.5mm for the retro console or the aeroplane seat-back, and planar drivers that justify every one of those inputs. This is the buyer who extracts the most from the hardware and cares least about the twenty-dollar spatial tax, because they were going to run their own EQ and routing anyway.

The co-op / multi-device party. This is SLAM's home turf and the scenario the feature was built to win. Game on the PC or console, run Discord and music on the phone, mix it all in hardware inside the cups, and skip the cable ballet entirely. For the raid-night regular who runs comms on one device and the game on another — the person for whom "which device is my headset paired to" is a recurring frustration — this is the single most useful thing the Maxwell 2 does that no rival can replicate.

The commuter

Mobile. This is where the Maxwell 2 pulls furthest ahead of the original. Bluetooth 5.3 LE Audio plus LDAC means your phone delivers hi-res wireless instead of the SBC floor; Auracast means you can tune into public broadcasts at the gate or the gym; the AI-noise-cancelling mic keeps calls on the move perfectly usable. Yes, it is a big 340g headset, and nobody is pretending this is a featherweight commuter can — but if you are willing to carry it, it is a legitimately excellent pair of Bluetooth headphones that also happens to be a reference gaming headset. Vanishingly few products in this price class are honestly both, and that dual-citizenship is the strongest argument for spending $329 on "a gaming headset" at all.

The Maxwell 2 vs the Field

GamesRadar's framing was that the Maxwell 2 "fixes the original's only two problem areas — and it could be coming for SteelSeries' lunch in 2026." Let us set the table, literally, and see whose lunch is actually at risk.

The comparison table

HeadsetDriversWireless / codecSpatial audioStandout featureLaunch MSRP
Audeze Maxwell 2 (2026)90mm planar2.4GHz + BT 5.3 LE, LDAC, AuracastTempest 3D / Dolby Atmos*SLAM multi-device mixing$329 / $349
Audeze Maxwell (2023)90mm planar2.4GHz + BT 5.3Tempest 3D / Dolby AtmosThe value benchmark$299
SteelSeries Arctis Nova Pro WirelessDynamic2.4GHz + BT, dual-baseSonar / AtmosHot-swap battery base station~$349.99
Astro A50 X (2024)Dynamic2.4GHz base stationAtmos / Tempest via HDMIOne-button PC/PS/Xbox HDMI switching~$379.99
Sony Inzone H9 (2022)Dynamic2.4GHz + BTTempest 3D / 360 SpatialANC + PlayStation tuning~$299.99

*The spatial-audio route depends on the SKU and the machine; see the previous section. Competitor prices are launch MSRPs — street prices vary, and 2026's memory-driven cost pressure has not spared audio.

Why planar still wins on sound

Every rival in that table ships dynamic drivers. That is not a slur — the Arctis Nova Pro Wireless and the Astro A50 X are excellent, mature, feature-dense products that many people should buy — but on raw sound reproduction, none of them are arguing with 90mm planar transducers, and their own reviewers largely concede the point. The Maxwell 2's two differentiators are the exact two things a base station cannot retrofit: the drivers, and now SLAM's hardware multi-device mixing. If your ranking metric is "how good do the game and the music actually sound," the table has one winner and the margin is not subtle. Sound is the one axis where money spent on physics beats money spent on features, and Audeze spent it on physics.

Where the rivals bite back

The field bites back hard on ecosystem and ergonomics. SteelSeries' hot-swap dual-battery base means you are literally never out of charge — one cell in your ear, one on the dock. The Astro A50 X's party trick is HDMI switching between PC, PlayStation and Xbox with a single button, which is the exact cross-platform freedom the Maxwell 2 fractures into two incompatible SKUs. Most rivals are lighter than 340g, and several undercut the Maxwell 2 on price or bundle the spatial audio the PlayStation-on-PC buyer has to go out and purchase. This is the eternal Audeze bargain: you buy the best drivers in the category and you pay for them in weight, in ecosystem seams, and in a $20 spatial tax. Whether that trade is worth making is the entire question of this review, and for most people who genuinely care about sound, it is. If you are assembling the rest of the battlestation around it, our 2026 gaming-laptop pick pairs cleanly over the USB-C wired mode and sidesteps the dongle entirely.

Price, Versions, and the Xbox Tax

Two SKUs, two prices, and one of them you cannot reliably buy yet. Here is the pricing-and-availability picture, followed by the genuinely ironic reason the Xbox model is the problem child.

The pricing table

SKU / itemPrice (MSRP)Availability (2026)Works with
Maxwell 2 - PlayStation version$329In stock, direct from AudezePS5, PS4, PC, Mac, Switch, mobile
Maxwell 2 - Xbox version$349Delayed, expected later 2026Xbox Series X/S, plus PC / others
Razer THX Spatial Audio (add-on)$19.99AvailableSpatial audio for PS version on PC
Audeze Maxwell (2023, original)$299 (often discounted)Widely availablePS/PC/Switch/mobile (+ Xbox SKU)

Why there are two SKUs

The PlayStation version at $329 is the volume model and the correct buy for almost everyone: it covers PS5, PS4, PC, Mac, Nintendo Switch and mobile, and in early 2026 it is the one actually sitting in stock direct from Audeze. The Xbox version at $349 exists because Xbox wireless is a licensed, proprietary radio — Microsoft's platform has required a certified module and its attendant premium for years, and headset makers have always passed that roughly $20-30 straight to the buyer. If you do not game on an Xbox, you never need to think about the $349 SKU at all. If you do, you have no alternative, because the cheaper PlayStation model will not do wireless on an Xbox — that is a hardware licensing wall, not a software toggle. This is not Audeze being obstinate; it is the console wireless cold war, essentially unchanged for a decade.

The Xbox delay, and the Sony irony

Per Audeze, the Xbox version was delayed at launch due to production constraints, and as of mid-2026 it remains the harder model to get hold of. Now sit with the irony for a moment: Audeze is now owned by Sony, the company that beat Microsoft roughly two-to-one last console generation, and the Xbox edition of its new flagship headset is the one that shipped late and costs more. I am not alleging sabotage — production constraints are a real and mundane thing, and licensed Xbox silicon is genuinely harder to source. But if you were quietly designing a launch to favour the PlayStation ecosystem, it would look almost exactly like this one. Xbox owners: the headset is worth the wait. You are simply going to wait, and pay a premium, for the privilege of strapping a Sony subsidiary's hardware to a Microsoft console.

Who Should Buy It (and Who Should Buy the Old One)

Not everyone should buy the Maxwell 2, and — unusually for the buy-the-newest-thing internet — a meaningful slice of you should specifically buy the older one. Here are the recommendations in plain language, then a decision tree to end the argument at your desk.

Buy the Maxwell 2 if...

Buy it if you are a first-time serious-headset buyer who wants a single device for both games and music; if you are a PS5 owner who wants free Tempest 3D and the cheapest, most-available SKU; if you are a multi-device juggler who will genuinely use SLAM's hardware mixing rather than just admire it on the box; if you are an Android user who wants LDAC hi-res wireless and Auracast; or if you are a competitive player who wants an honest positional stage and a mic that no longer embarrasses your callouts. That is five distinct use cases, one headset, and it satisfies all five without an obvious weak link.

Buy the original Maxwell if...

Buy the 2023 Maxwell instead if you can find it below its original $299 MSRP, which in 2026 you frequently can. Its sound quality and battery life still outclass most of the 2025-2026 field, and if you do not specifically want LDAC, Auracast, the upgraded mic, or SLAM's multi-device trick, you are paying a premium for features you will never open the menu to use. The original remains one of the great values in all of audio precisely because the sequel is an iteration rather than a leap — the sequel's existence is what pushes the original's price down into bargain territory. And existing Maxwell owners: unless the mic quality or the old Bluetooth stack specifically pains you, keep exactly what you have and spend the $329 elsewhere.

The decision tree

WHICH MAXWELL 2 - AND WHICH MODE?

Do you game on Xbox?
 |- Yes -> Xbox version ($349). Wait for stock. Atmos via USB.
 |- No
     |- Mostly PS5?    -> PS version ($329). Tempest 3D is free.
     |- Mostly PC?     -> PS version ($329) + $19.99 THX for spatial.
     |- Mostly mobile? -> PS version ($329). Pair over LDAC, skip dongle.

WHICH CONNECTION?
  Competitive / lowest latency ....... 2.4GHz USB-C dongle
  Music from a phone ................. Bluetooth 5.3 LE + LDAC
  Cleanest wired chain / charging .... USB-C wired audio
  Retro console / plane / no battery . 3.5mm analog

ALREADY OWN THE 2023 MAXWELL?
  Need LDAC, better mic, or SLAM? .... Maybe upgrade.
  Otherwise .......................... Keep it. Buy nothing.

Long sessions in either headset are ultimately more about your chair and desk than your cans, incidentally — a heavy headset held at a bad neck angle is a bad time regardless of driver technology, which is why our 2026 gaming-chair guide is a more relevant companion purchase than yet another dongle.

Pros, Cons, and the Verdict

Six thousand words earn a blunt ending. Here is the ledger, and then the number.

The pros

The cons

The rating: 8.5/10

Sub-scores, because the Machine shows its work: sound 9.5, features 8.5, mic 8.0, comfort 8.0, value 7.5. Overall: 8.5/10. The Audeze Maxwell 2 is the best-sounding wireless gaming headset you can buy, held back from a 9 only by its own incrementalism and a spatial-audio asterisk that exists purely because two console makers refuse to shake hands. It did not need to be revolutionary. The original was already the reference point for the whole category, and the sequel is that reference with the rough edges sanded off and a modern radio bolted on. Tom's Hardware asked "Maxwell 1.5?" and meant it as a knock. Coming from the best drivers in the business, 1.5 turns out to be a compliment. Buy it if you care how your games sound. Buy the old one, cheaper, if you already knew that back in 2023.

Questions the search bar asks me

Is the Audeze Maxwell 2 worth it over the original Maxwell?
For new buyers, yes: at $329 it is the best-sounding wireless gaming headset going, with better Bluetooth, a better mic, and SLAM. For existing 2023 Maxwell owners, usually not — the upgrades are LDAC, Auracast, the mic and multi-device mixing, and if you do not need those the original still outperforms most 2025-2026 rivals.
Does the PlayStation Maxwell 2 work on Xbox?
No. The $329 PlayStation version covers PS5, PS4, PC, Mac, Switch and mobile, but Xbox wireless requires Microsoft's licensed radio, so you need the separate $349 Xbox SKU — which was delayed at launch and remains harder to buy as of mid-2026.
Why do I have to pay extra for spatial audio on the PlayStation version?
On PS5 you get Sony's Tempest 3D free. On the Xbox version over Xbox or Windows USB you get Dolby Atmos. But the PlayStation version used on a PC has no bundled object-based spatial format, so you need third-party software such as Razer THX Spatial Audio, a $19.99 add-on.
What is SLAM on the Maxwell 2?
SLAM (Symmetric Linear Acoustic Modulator) is Audeze's new tuning system. It tightens bass and sharpens the spatial image, and it enables hardware-level audio mixing of multiple devices at once — PC game audio plus a phone call, blended in the cups. Note the 80-hour battery rating is measured with SLAM off.
Is 340g too heavy for long sessions?
It is heavier than most rivals and you will feel it after a few hours, but the steel-and-aluminium frame, swappable cushions and revised clamp keep it comfortable. The original Maxwell's headband was its weak point; the Maxwell 2 addresses comfort, though the fundamental weight is the price of 90mm planar drivers.
Marcus Vance — Hardware & Gaming PC Correspondent
Marcus Vance
HARDWARE & GAMING PC CORRESPONDENT

Marcus covers the gaming PC, GPU, and peripheral side of staresback. Every post under this byline is reviewed pre-publish by Sam P., Editor & Operator — corrections to info@instalinkoteam.com. Published 2026-07-15 · Last updated 2026-07-15. Full bios on the author page.

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