Game Loudness Standards and LUFS Compliance Statistics (2026): 45+ Data Points on Platform Targets, Measured Games, and Safe Listening

Game loudness standards and LUFS compliance statistics 2026: 52 games in a Sony study averaged -17.78 LUFS, while console guidance now asks for -24 LKFS.

52 games measured by Sony’s audio standards group averaged -17.78 LUFS, 5.35 LU louder than the 32 films in the same comparison (Fast-and-Wide, report on the Develop 2012 session; -17.78 minus -23.13 equals 5.35). Sony’s response became a written target that now reads -24 (±2) LKFS for home platforms, and the Game Audio Network Guild adopted the same console number. A separate nine-game test by sound designer Stephen Schappler in 2013 still found an average of -18.5 LKFS, and in 2025 a WHO-ITU safe listening document offered -23 LKFS/LUFS as its own example ceiling. We aggregated data from Sony’s ASWG-R001, the Game Audio Network Guild (GANG), the WHO and ITU, BMJ Public Health, the EBU, and working audio directors at Crytek and Clockwork Fox. Music and TV normalization have their own numbers, covered in our streaming audio loudness normalization statistics; this roundup covers only games.

A short glossary: LUFS and LKFS are two names for the same ITU-R BS.1770 loudness measurement, and 1 LU (loudness unit) is a difference of 1 dB on that scale. “True peak” is the highest level the waveform reaches between digital samples. “Loudness range” (LRA) describes how far loudness moves during a programme. “Integrated” loudness means the average over the whole measured stretch.

TL;DR

  • 52 games averaged -17.78 LUFS, against -23.13 LUFS for 32 films and -22.50 LUFS for 24 TV shows (Fast-and-Wide, Develop 2012 report).
  • Sony’s written target is -24 (±2) LKFS for home platforms and -18 (±2) LKFS for portable platforms (Sony ASWG-R001 v1.10, 2013).
  • GANG’s reference sets -24 LUFS for consoles but -16 LUFS for mobile and handheld titles (GANG IESD v03.02, 2015).
  • The WHO-ITU example ceiling for game software is -23 LKFS/LUFS averaged over 30 minutes (WHO-ITU Global Standard 2025).
  • Nine games measured over about 45 minutes each averaged -18.5 LKFS (Schappler 2013).
  • 7 of those 9 games peaked above -1 dBTP, and only 2 sat inside the -24 (±2) window (our count from Schappler 2013).
  • Four shooter games averaged between 85.6 dB and 91.2 dB, with impulse sounds reaching 119 dB (BMJ Public Health 2024).
  • ITU-T H.872 tracks adult exposure against 80 dBA for 40 hours per week (AIHA summary, 2025).
  • Around 50% of users listen to PlayStation titles through TV speakers, per Sony’s Garry Taylor (Designing Sound, 2015).

1. Platform Loudness Targets: Who Asks for What

The console number is settled and the mobile number is not. Sony and GANG agree on -24 for consoles, yet they sit 2 LU apart for handheld games: -18 (±2) LKFS in Sony’s ASWG-R001 against -16 LUFS in GANG’s IESD reference (-16 minus -18 equals 2). Their tolerances overlap, so a title at -17 could pass both.

“Compliance” here means meeting a recommendation, not passing a test. In 2012, Sony’s Garry Taylor said the working group had no plan to enforce its numbers as Technical Requirement Checklists, the certification lists console makers apply to games (Designing Sound, 2012). The WHO-ITU 2025 document also states that its software examples are not mandatory.

MetricValueSource
Sony average loudness target: home-based platforms / portable platforms-24 (±2) LKFS / -18 (±2) LKFSSony ASWG-R001 v1.10, 2013
Sony maximum true peak for titles and associated media-1 dBTPSony ASWG-R001 v1.10, 2013
GANG average loudness for console titles (Sony, Microsoft, Nintendo) and true peak limit-24 LUFS, tolerance of + or - 2 LU; true peak not above -1 dBTPGANG IESD v03.02, 2015
GANG average loudness for mobile and handheld titles-16 LUFS, tolerance of + or - 2 LUGANG IESD v03.02, 2015
WHO-ITU non-mandatory example for game softwareaverage over a 30-minute period not above -23 LKFS/LUFS, variation of ±2 LUs; highest peak not above -1 decibel true peakWHO-ITU Global Standard 2025
Meta Quest standalone apps / PC VR apps through Meta Quest Link-16 LUFS / -18 LUFSMeta Horizon documentation (archived page)

Context note: the WHO-ITU example is 1 LU above the -24 console target (-23 minus -24 equals 1), so a mix can sit at Sony’s number and clear the health-based example. Game platforms are thinly documented in public: RTW’s worldwide delivery table, compiled by a metering vendor in October 2024, lists Sony’s two ASWG-R001 rows and no Microsoft or Nintendo row.

2. What Games Actually Measured

Measured data is scarce, and that is the main finding of this section. We found no published audit of LUFS compliance across commercial games, so the two public samples below, from 2012 and 2013, remain the most recent available data. Both show games running well above the target that was later written down.

The Sony working group comparison charted average loudness against dynamic range for films, TV and games. Schappler’s test is one person’s sample of nine titles with default audio settings, so it shows spread, not a market average. That spread is wide: 14.2 LU separates the loudest game from the quietest (-11.8 minus -26.0 equals 14.2).

MetricValueSource
Items in the Sony working group comparison120 games, films, trailers and TV shows, in stereo and 5.1 surroundFast-and-Wide, Develop 2012 report
Average loudness: 52 games / 32 films / 24 TV shows-17.78 / -23.13 / -22.50 LUFSFast-and-Wide, Develop 2012 report
Average gap between the 52 games and the 32 films5.35 LU (-17.78 minus -23.13)Calculated from Fast-and-Wide figures
Reported comparison of Gran Turismo 5 with the film No Country For Old Men’16 times louder’Fast-and-Wide, reporting Garry Taylor
Average integrated loudness of 9 games, about 45 minutes of play each-18.5 LKFSSchappler 2013
Loudest vs quietest of those 9 gamesBioShock Infinite -11.8 LKFS vs Skyrim -26.0 LKFSSchappler 2013
Games inside the -24 (±2) LKFS window (from -26 to -22)2 of 9: Dishonored and SkyrimOur count from Schappler 2013
Games with a true peak above -1 dBTP / above 0 dBTP7 of 9 / 5 of 9Our count from Schappler 2013

Outlier note: Dishonored shows why loudness and peaks are separate checks. It sat near the target at -23.1 LKFS yet had the highest true peak in the sample, 1.7 dBTP. Loudness range was the one test all nine passed: values ran from 10.6 LU to 18.3 LU, under the 20 LU maximum in section 3. These counts apply the current Sony numbers to games Sony did not necessarily publish, and Schappler does not say which platform each title was measured on.

3. Measurement Windows: What a Compliance Reading Actually Means

A game has no fixed running time, so the rule has to invent one. The 30-minute minimum in ASWG-R001 is 4,500 times longer than the 400 ms momentary window on a meter (1,800 seconds divided by 0.4 equals 4,500). That choice means a compliant reading describes a long average, and says nothing about one loud boss fight.

Which 30 minutes you pick can move the result. Sony’s guidance asks for a representative cross-section of gameplay (Designing Sound, 2012), and Schappler called about 45 minutes the bare minimum. Gating also shapes the number: the meter drops quiet passages before averaging, so long silences do not flatter a loud mix (KitPlus, 2011). Headset users hear those same mixes through a different chain; our gaming headset and virtual surround statistics cover that side.

MetricValueSource
Minimum length of audio per Sony measurement30 minutes, measured as a wholeSony ASWG-R001 v1.10, 2013
Fallback when a full playthrough is not possibleseveral measurements of at least 30 minutes each, then averaged; splash screens and credits measured separatelySony GDC 2013 slides
Sony’s recommended maximum loudness range20 LUSony GDC 2013 slides
GANG loudness range for mobile and handheld titlesbetween 15 and 10 LU (as written in the source)GANG IESD v03.02, 2015
Gating blocks used by the BS.1770 meter400 ms values overlapping by 75%, so a new value every 100 msKitPlus on ITU-R BS.1770-2, 2011
Absolute gate-70 LKFSKitPlus on ITU-R BS.1770-2, 2011
Relative gate, changed in August 2011from -8 LU to -10 LUEBU R 128 publication page
Momentary / short-term meter windows400 ms / 3 secondsDesigning Sound, Loudness and Metering Part 2, 2013

Context note: ASWG-R001 calls for loudness and true peak under ITU-R BS.1770-3, and loudness range under EBU Tech 3342, now at version 4 (November 2023). Game audio writer Anne-Sophie Mongeau argued in 2016 that the short-term and momentary windows may be too short for accurate game measurements (Mongeau, 2016).

4. How the Game Targets Evolved

Game loudness guidance borrowed from television, then changed to match it. Sony’s written target moved 1 LU quieter, from -23 to -24 LKFS, specifically to align with the ATSC and ARIB broadcast standards (Sony ASWG-R001 v1.10, 2013). ATSC is the US broadcast standards body and ARIB its Japanese counterpart, so the change moved games away from the European -23.

The speed is the notable part. Sony’s targets went public in July 2012, and Japan’s developers held their own session in November 2012, weeks after national TV rules began (GameBusiness.jp, 2012). Leads from Activision, EA Sports, Sony and Microsoft then shared a stage at GDC 2013 to argue for a console standard, and GANG posted its latest reference document in June 2013 (GANG news post, 2013).

MetricValueSource
Sony targets as first described publicly, July 2012: PS3 / PS Vita-23 LUFS / -18 LUFS, tolerance +/-2 LUDesigning Sound, Garry Taylor interview, 2012
GANG IESD recommendation as reported in February 2013-23 LUFS, tolerance of +-2dB, under ITU-R 1770-3Designing Sound, Loudness in Game Audio, 2013
ASWG-R001 revision, version 1.10, August 2013target changed from -23 to -24 LKFSSony ASWG-R001 v1.10, 2013
GANG mix monitoring reference: large stage / rooms under 1,499 cubic feet79 dB SPL / 76 dB SPLGANG IESD v03.02, 2015
PS4 mastering suite target (SDK update 2.500, 2015)-24 LKFS over a period no shorter than 30 minutesDesigning Sound, Sulpha interview, 2015
BS.1770 revision named in guidance vs current revisionBS.1770-2 (March 2011) and BS.1770-3 (August 2012) vs BS.1770-5 (November 2023)ITU-R BS.1770 version list
Japan TV loudness rule cited to game developers-24 ±1 LKFS from October 1, 2012GameBusiness.jp, 2012
IGDA Japan loudness study session, November 16, 2012nearly 90 attendeesGameBusiness.jp, 2012

Context note: the speakers at that Japanese session warned against chasing the number, since a mix forced to fit can make quiet sounds hard to hear. No game document we read cites BS.1770-4 or BS.1770-5, so the public game targets lag the current revision.

5. Safe Listening: From LUFS to Decibels at the Ear

LUFS targets were written for consistency, and health bodies now reach the same subject from another side. A BMJ Public Health review found four shooter games averaging 85.6 dB to 91.2 dB, and impulse sounds as high as 119 dB (BMJ Public Health 2024). The review covers 14 studies, and only 2 from the past 10 years objectively measured game sound levels (BMJ Group, 2024), which makes it another thin evidence base.

The two scales do not convert directly. A LUFS figure describes the file or the output signal, while a dBA figure depends on the volume the player chooses and the headphones in use. That is why ITU-T H.872, dated October 2024 and announced by WHO in February 2025, tracks a weekly dose. Dose counts exposure over time, as musicians know from a related problem covered in our musician hearing loss and noise exposure statistics.

MetricValueSource
Evidence reviewed on gaming and hearing14 studies, 9 countries, 53,833 participantsBMJ Public Health 2024
Reported sound levels: mobile devices vs gaming centres43.2 dB vs 80-89 dBBMJ Public Health 2024
Average level of four shooter games; one racing game88.5, 87.6, 85.6 and 91.2 dB; 85.6 dBBMJ Public Health 2024
Peak impulse sounds in play vs permissible impulse limitsup to 119 dB vs about 100 dB for children and 130-140 dB for adultsBMJ Public Health 2024
H.872 reference dose: adults / children80 dBA for 40 hours per week / 75 dBA for 40 hours per weekAIHA summary of ITU-T H.872, 2025
Automatic volume reduction if a user ignores the weekly warning: adult / children modeno more than 80 dBA / no more than 75 dBAAIHA summary of ITU-T H.872, 2025
Weekly listening time in adult mode at 92 dBA / 98 dBA2.5 hours / 37.5 minutesWHO-ITU Global Standard 2025
Upper limit for live esports venues100 dB LAeq,15 min (a 15-minute energy average)WHO-ITU Global Standard 2025

Context note: the adult scale halves the allowed time for every 3 dB increase. If the 91.2 dB shooter reading is treated as A-weighted, it falls between the document’s 89 dBA (5 hours a week) and 92 dBA (2.5 hours) steps. The review does not establish cause and calls for more research.

6. Beyond the Console: TV Speakers, Trailers and Phones

One mix rarely serves every listening setup. Around 50% of users listen to PlayStation titles through TV speakers, according to research cited by Sony’s Garry Taylor (Designing Sound, 2015). Add trailers, phones and web video, and one game ships at several loudness levels.

Crytek’s approach shows the split: it mixes at -23 LUFS, then converts internet trailers to -17 LUFS (MCV, 2014). Crytek also credits statistical analysis of best-selling games, but publishes no data. On mobile, audio director Rob Bridgett describes changing loudness at runtime to suit the room (Audio Media International, 2015). Streaming rules do not fill the gap: AES TD1008 covers audio-only delivery and excludes sound-with-picture content (Production Expert, 2021). Streamers face a further layer, because game audio and live speech share one output; see our notes on voice effects for streamers.

MetricValueSource
Users listening to PlayStation titles through TV speakersaround 50%Designing Sound, Sulpha interview, 2015
Crytek broadcast marketing assets / internet trailers-23 LUFS / -17 LUFSMCV, Simon Pressey of Crytek, 2014 (company’s own practice)
iTunes Sound Check level used as a device speaker benchmark-16.2 LUFSAudio Media International, Bridgett 2015
Mobile working levels on headphones: quiet room / louder background / very noisy setting-24 / -18 / -16 LUFSAudio Media International, Bridgett 2015
Child-focused educational mobile content, working levelaround -28 LUFSAudio Media International, Bridgett 2015
AES TD1008 window: loudest album track to speech contentfrom -14 LUFS to -18 LUFSProduction Expert on AES TD1008, 2021
AES71-2018 target for online video when no prior agreement exists-24 LKFS internationally; -23 LUFS in EuropeITU-R BS.2434, 2018
Spread of average levels seen across internet delivery of broadcast-originated soundtracks-11 to -27 LKFSITU-R BS.2434, 2018

Context note: AES77-2023, built on TD1008, gives no recommendation for loudness range or device target playback loudness (Radio World, 2023). That leaves game trailers under video guidance and gameplay itself under none of the AES documents we read.

Summary: Game Loudness Standards and LUFS Compliance by the Numbers

MetricValueSource
Sony target, home-based / portable platforms-24 (±2) LKFS / -18 (±2) LKFSSony ASWG-R001 v1.10, 2013
Sony minimum audio length per measurement30 minutesSony ASWG-R001 v1.10, 2013
GANG console target-24 LUFS, + or - 2 LUGANG IESD v03.02, 2015
GANG mobile and handheld target-16 LUFS, + or - 2 LUGANG IESD v03.02, 2015
WHO-ITU example for software, averaged over 30 minutesnot above -23 LKFS/LUFS, ±2 LUsWHO-ITU Global Standard 2025
Meta Quest standalone apps / PC VR through Link-16 LUFS / -18 LUFSMeta Horizon documentation (archived page)
Average loudness: 52 games / 32 films-17.78 / -23.13 LUFSFast-and-Wide, Develop 2012 report
Average gap between games and films5.35 LUCalculated from Fast-and-Wide figures
Average of 9 games, about 45 minutes each-18.5 LKFSSchappler 2013
Games inside the -24 (±2) LKFS window2 of 9Our count from Schappler 2013
Evidence reviewed on gaming and hearing14 studies, 53,833 participantsBMJ Public Health 2024
Average level of four shooter games85.6 to 91.2 dBBMJ Public Health 2024
Peak impulse sounds during playup to 119 dBBMJ Public Health 2024
H.872 adult reference dose80 dBA for 40 hours per weekAIHA summary of ITU-T H.872, 2025
Upper limit for live esports venues100 dB LAeq,15 minWHO-ITU Global Standard 2025
Users listening through TV speakersaround 50%Designing Sound, 2015
Crytek internet trailer level-17 LUFSMCV, 2014

Methodology and Sources

We read every document below in October 2026 and quote values as each source prints them. Figures labeled “our count” or “calculated” show their working in the text. All standards and measurements here are the most recent available data, and several are older than 3 years.

Last updated: October 31, 2026. We update this roundup quarterly, and the next refresh is expected when WHO and ITU publish implementation data for ITU-T H.872.

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