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More cars that sound incorrect:
- Oldsmobile Toronado. (sounds like a fake V6-ish weird sound)
- Corvette Z06 RM. (same as the Toronado)
- Viper Oreca. (Sounds like a V8. I'm surprised that they fixed the Viper GTSR Concept, but not these two racing Vipers and the old Dodge Viper GTS)
Seriously. The person who is in charge to assign the samples to each car should be fired and not let near a programing job ever again. Hundreds of us here could do a much better job.
This game is getting really tiring... I don't want to admit it, but it's getting harder to find a reason to play. The only reason I play it is to enjoy the few cars that are right, and in hope that someday there will be an update that makes the game better. Sounds are a BIG deal for me. They can also be a deal breaker.
Implying that it is a programming job? Remember, though, that these aren't the sounds PD really want us to hear. They will be coming in the future, and it's more concrete now than it was when the promise was made, because we've had a sneak preview.
It's really damned annoying that they leave the job of allocating the legacy samples (basically data entry) to someone who clearly knows little-to-nothing about what sounds like what, but that does at least mean all those who do know a thing or two are actually working on what matters - their long-overdue improvements.
Sit tight, news is surely imminent for the January update - it may be the news we've been waiting for. On the other hand, we may have to wait a little longer. It's coming, though.
My theory is that the new sounds and the course creator will come at the same time, because both need significant changes to the code balance which would imply they are interdependent in terms of SPU scheduling.
The sound requires more layers, a new synthesis scheme for each layer and some way of dynamically swapping sources and scaling the detail of the sound generation (only so much in the way of resources there, and it's a really tricky issue that will become ever more relevant moving forwards - no time like the present).
The course creator, in my opinion, is awaiting some clever dynamic, scene-based occlusion culling and LoD scaling. Currently it's "baked" per track, controlled according to the car's position on the track, but not its orientation (standard practice for closed-course racing games). That's why the reverse variations of the Matterhorn tracks, for instance, don't have the missing geometry you get when you "look behind" on the forward versions, in certain locations. In the situation where you can go anywhere, look in any direction (Ronda!), that "best guessing" for what geometry to "remove" from the scene isn't good enough - it needs to be more robust.
Both of these systems imply a processing overhead, so they need to be carefully integrated with all the other loads in the game, and that's why I think the one is dependent on the other - I wouldn't be surprised if the AI gets an update at the same time, either.