Straight-cut racing transmission. They sound even more ear-tearing in real life.I honestly don't find the sounds in GT6 that bad except for that whining noise I hear on the race cars. Why do they make that noises in the higher revs?
Straight-cut racing transmission. They sound even more ear-tearing in real life.I honestly don't find the sounds in GT6 that bad except for that whining noise I hear on the race cars. Why do they make that noises in the higher revs?
Do you know what a screamer pipe is?
The (stock) Gallardo sample isn't all that different from an S1 Evo's exhaust sound.
It's certainly miles better than the current sample.
Straight-cut racing transmission. They sound even more ear-tearing in real life.
Ah, it sounds fine in other driving games though to me, but it just sounds weird to me in GT6 still.Straight-cut racing transmission. They sound even more ear-tearing in real life.
I assume you mean either a torque inducing pipe 4-2-1 dor those Japanese 9k rpm moments or a 4-1 straight through peak power buster found on touring cars, Nascar etc? Have you ever heard an S1, not a compressed video or badly distorted soundtrack, but with your own ears, at full chat? I'll tell you now, the exhaust is not what makes the legendary Quattro 'sound', it only accentuates it. It's baritome sound with a very aggressive snarl, regardless of OEM or aftermarket exhaust. Hearing an S1 work it's way through the revs is a devasting experience.
I don't want the S1 to sound like a Gallardo with a screamer pipe. I want it to sound like an S1. I don't know if your mixing game with reality but I can't hear any resemblance to an S1 from the Gallardo at all.
See Griffith's explenation regarding the screamer pipe.I assume you mean either a torque inducing pipe 4-2-1 dor those Japanese 9k rpm moments or a 4-1 straight through peak power buster found on touring cars, Nascar etc? Have you ever heard an S1, not a compressed video or badly distorted soundtrack, but with your own ears, at full chat? I'll tell you now, the exhaust is not what makes the legendary Quattro 'sound', it only accentuates it. It's baritome sound with a very aggressive snarl, regardless of OEM or aftermarket exhaust. Hearing an S1 work it's way through the revs is a devasting experience.
I don't want the S1 to sound like a Gallardo with a screamer pipe. I want it to sound like an S1. I don't know if your mixing game with reality but I can't hear any resemblance to an S1 from the Gallardo at all.
Of course not, the S2000 has a V8 in it...That certainly is not a VTEC sound.
I don't want the S1 to sound like a Gallardo with a screamer pipe. I want it to sound like an S1. I don't know if your mixing game with reality but I can't hear any resemblance to an S1 from the Gallardo at all.
@Oberheim Divorced as in the sense of "separated"? That would just be an external wastegate, I think (as opposed to internal / integrated).
External wastegates are still usually plumbed into the existing exhaust system after the turbine (which makes sense given the noise issue), or they can just be set up vent to atmosphere as-is (as they often are on race engines), at which point you've got a "screamer pipe".
Not a technical or official term, more a straight-forward description, esp. for road cars, given the lack of silencing.
There is reason to be optimistic about the sounds right about now, though.
I completely agree.
I've had the pleasure of hearing an S1 Quattro soaring by (on two different occasions) and I can't hear the resemblance between that sound and the sound of a Lamborghini Gallardo, both in real life or in the game. Growing up in Scandinavia, rally racing was the go-to form of motorsport. The S1 is and always will be one of my childhood heroes and it gets absolutely slaughtered in GT6. Personally, I thought Forza Motorsport 4 (Which I believe has great car sounds) did a half-donkey'ed job of replicating the sound of the Audi, too, so I can't be too harsh on PD. Dirt3, I believe, had some accurate sounds for those old school Group B monsters.
That certainly is not a VTEC sound.
I've got Dirt 3 as well. Defo the most authentic sounding Quattro on PS3. If Codemasters can do this, what the hell is going on at PD?
Ultimate Quattro:
PD wants perhaps 4000posts on the subject. Actually what PD needs is someone responsible for sounds and a team of experts so this is done for all future games in the series.
I've got Dirt 3 as well. Defo the most authentic sounding Quattro on PS3. If Codemasters can do this, what the hell is going on at PD?
Ultimate Quattro:
10 cyl cars and 5 cyl cars sound very similar, since a 10-cyl car is harmonically balanced with a 5-cyl car, RPM's being equal. If you want some math on that, I'll explain:
How many cars are there in Dirt 3? then compare how many cars in GT6..
PD simply don't have enough time (yet) to perfect the sound of these 1200 cars, they're focusing on other areas first I assume.. for example.. the moon , and the stars LOL
But seriously, it seems like PD is always interested in graphic quality rather than sound quality.
@Oberheim don't misunderstand what the sound engine does. The sound engine is the first thing they've focused on, in that it has been considerably improved since the PS2 iterations, and that was considerably improved over the PS1. What's stayed the same are the samples, the assets, which are effectively what they were in GT2 (which was a massive step up from GT1, incidentally). They've upgraded the sound system, but are playing the same old lo-fi music through it.
Of course, the sound generation step is part of the sound engine, much as the mixing and localising step is, and it's the latter that has been mainly improved (although there are tangible examples of "better" sampling going on, just that the samples are the same and don't necessarily facilitate the full advantage of such improvements.)
What's important to recognise, as well, is that racing games have several constant sounds, full streams of audio filling bandwidth capabilities of whatever hardware you're using. One-shot incidental effects like gun shots, explosions, yells, door creaks, bird calls etc. can all be efficiently scheduled and switched in a small number of channels.
Racing games need all the channels (they need) all the time. GT6 has addressed that last issue finally (camera view switches in replays have sound from your car from two locations; in GT5 it was only one, with a late or early switch in audio depending on the difference in distance from the camera between the two views - because the game models delay, another thing GT innovated on).
Although it sounds like it has teething problems given all the drop outs and failures to initialise, and is, in my opinion, why the new sounds have been delayed. That's because it would be put under much more duress if there are to be more virtual channels to juggle into the "physical" ones (which are somewhat rigidly juggled onto the Cell's SPUs), and it's more layers that GT desperately needs.
As for iRacing etc., those are a different expression of what it means to be "into" cars. GT has its own expression, and that should become clearer as things like Vision GT and the Course Maker progress further.
The beauty of the new sound system will be, I think (I'm growing more confident with this assumption having heard the new exhaust sound generation method), that "samples" will be more or less redundant. Recordings, as reference material, will still be useful to the point of necessity, but the level of customisation and tweaking available in their new model, as I have interpreted it, will allow them to get very close to cars they might not be able to get samples for just by knowing what engine it has, from pictures of the engine bay, from data provided by the manufacturer etc. To a lesser degree (in terms of complexity, expressivity and accuracy), that's what's happening in the video I posted on the previous page.
Pretty exciting, reassuring and, I'd say, timely for the industry as a whole.
It's still unacceptable for it not to be in-game at launch. There is too much 'that will come later' with PD. When I talk about the sound engine I'm talking about the core synthesis model employed. As an example, take NASCAR. When you whatch these cars on tv with the static trackside mounted camera, those cars fly by with a 'voom, voom, voom' (why do I feel ridiculous right now!), you know they've passed by at speed, you can hear the suction of air as they've passed. In GT, the sound gives you the feeling of the cars slowly passing by as if on a parade lap. It's been improved a little in GT6 but not much.
I've only heard one car, the x junior, that has an audible indicator when backing off the throttle. Even this, though, is missing the cracks and popping that high performance cars have when on overrun. There's also the cracks of unburnt fuel igniting in the exhaust (we have a visual representation, but where's the audio to go with it). There's no chirping (only a slight whooosh) on high pressure turbo systems (again, Quattro S1 as an example). I'm not saying that the entire engine sound sould be a sample, but looking at success the Japanese have had with digital synthesis, why don't PD adopt the same method? The sample starts the sound, sysnthesis creates the tail end of it (Korg, Roland, Yamaha). I'd say there is far more going on sonically in mordern fps games. The gameplay is so fast paced, those sounds I mentioned are constant throughout the entire match.
Kaz has an unquestionable passion for cars, it's his passion for games that I'm begining to doubt.
I think PD could have delayed the game, but at what cost? It's unfortunate that these things will have to come in patches, but if they come in the end, I don't see the issue.
The exhaust pops are there, but they're too quiet - I don't expect they'll carry over (the Junior has a little bit of over-run pinking and chuffing without, it seems, a specific "pop generator", and the synth method is more than able to handle it - yet again, see my video ). They have a serious mixing issue at the moment, and I expect that's partly in anticipation of the new sounds, which will need their own mix balance against tyre sounds etc.
Are you listening to the game via heaphones or hi-fi, I just can't hear the pops through my tv speakers? I think it too early to have a definate opinion on the 'new sounds', just because of the junior. We're talking about a ficticious car that doesn't have a reality brother to compare to as a benchmark. The proof will be found (or not) when a model that is based on reality gets updated.
I've only Dirt 3 to use as a comparison for sounds in racing car games. But, I've seen the Youtube vids of Need For Speed, F1 and WRC. All sound better than GTx, so how come those developers can do it in their games? I wonder what the Motostorm games sounded like, I've never seen or heatd them.
In short, there's still no excuse for the state GT6's sounds.
Yeah, I saw it in the video's description.Of course not, the S2000 has a V8 in it...
@Oberheim
Regarding the sounds, it's clear why it's suffering "the same old issues": it's the same old sound. We knew that would be the case before the game was launched, yet you bought it anyway.
Your fear of their not being able to do new sounds for 1200 cars seems unfounded, as it's likely that's what they've been doing for the whole PS3 cycle so far! Which would explain why we've had to make do with the same old sounds, the new ones were unavailable for use, technically speaking.
Kaz admitted that they used to do a lot of free revving recordings, which means part throttle, which means air / fuel instability, which means "spitting" exhausts. Since GT4 (!) they've used dynamometer and track recordings. But that's not actually that necessary, if the new method is what I think it is - but still very useful. Make no mistake, all the sounds in the game are from recordings. They're just in a format originally designed for the PS1. Also, there are only exhaust sounds in the game, which is not the full picture by any stretch (I made a video about it once).