Give us better sounds - PLEASE !!

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Yeah, its really hard to actually ding them with a false advertising charge. Unless they explicitly said that it was in game footage or an in game recording, it would be hard to pin that on them.

Kind of a loophole they did though, lets go to youtube and search up GT3 sounds and then splice them into our Bathurst video.

The video I made up of some recordings I've had from the pit wall at Fuji Speedway of 4 cars that are in GT6 should tell you enough lol.

I rest my case.

 
I was wondering is no one trying to reach PD for a comment on the sound update and the still missing vettel event? Why is it so hard to get any communication out of them?
 
I was wondering is no one trying to reach PD for a comment on the sound update and the still missing vettel event? Why is it so hard to get any communication out of them?
Its called the language barrier, I think now its a waste of time to tweet to him because he won't understand a thing I'm saying even if he does see the tweet and he won't get San to translate a tweet for him.
 
I may have better luck on the Japanese PS forums, doubt pd read the others.

PD will be relying on the services Sony offer for feedback. There are "community managers" on the Playstation forums. I suggest you make use of the official channels first, if you have a dire concern. There's little chance anyone at PD is aware of your existence, let alone your one post in several hundred thousand on this one website of how many in the world where people might "voice" concern over this game?
 
I'll wait for the next update before I make a thread on the PS forums, that update should have been downloaded 5 days ago though...
 
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I'll wait for the next update before I make a thread on the PS forums, that update should have been downloaded 5 days ago though...

What update? No such thing has actually been announced; one is supposedly coming in January, but we know no more than that, especially not what's in it (although new VGTs and possibly some DLC are good bets).

It's not known how the Red Bull Challenges were intended to be "activated", whether through a ninja in-game update, a seasonal-events style server-side "push" or a proper XMB-based update. That's all that's late at this point.

The sound update will come when it's ready, be that this week, this month or next year. If you want to know when that is, might I suggest the official Playstation Forums?
 
Griffith, i'm genuinely curious. How are you so confident in that PD is developing a new groundbreaking method of sound synthesis? Are you getting inside scoop or is it strictly guessing based on what you hear? You are very confident that when the update drops, it will revolutionize the sounds in GT. How can you be so sure?

Note that this is not meant to be an antagonizing post. I'm generally curious and I seriously hope you are right!
 
The fact that they released this video makes me sad.

I mean, it gave me hope. Then I realized, nope. They just dubbed these in...

Publicity trick but also deceiving people by dubbing over real engine sounds, whilst none of that material is used in game. I noticed those good engine sounds also in that clip, but was already thinking before release that they dubbed it over just for this purpose...
 
I don't know if this has been mentioned, this thread is long.

I found the bug just last night - engine sound changed obviously during the race. I didn't encounter such situation before, not sure if anyone else has seen this.

At the start, the sounds were thin, screaming, or very muted, and then at the end of 1st or in the 2nd lap or so, maybe right after a slight bumping with other cars, sounds change back to normal - as they should be.

It's very odd and funny, it's like the car suddenly 'transformed' into another, or the tail pipe was slammed distorted or stuffed etc.

This happened in several cars in several events. All with full racing exhausts. Mustang GT500, Ferrari Dino, BMW M5, Cobra Daytona GT (OE racing exhaust) as I remember, maybe some more.

I knew I wasn't crazy! The same thing happened to me in a race using my GT-86.
 
Griffith, i'm genuinely curious. How are you so confident in that PD is developing a new groundbreaking method of sound synthesis? Are you getting inside scoop or is it strictly guessing based on what you hear? You are very confident that when the update drops, it will revolutionize the sounds in GT. How can you be so sure?

Note that this is not meant to be an antagonizing post. I'm generally curious and I seriously hope you are right!

The X-cars are genuinely using a new synthesis method, anybody who's driven them would agree - I think I can say that is a given now. What's important is how that will translate to all the other cars.

Kaz said they're going to generate sounds in a completely different way. The rest is sort of long winded, but based on things like sound guys being credited for simulation work and the way the sound engine seems to have been designed (directional sources, transmission delay, frequency dependent attenuation, i.e. low pass filtering, etc.), and the attention to detail its received (since the first outing on PS3), it seems that PD are taking a certain mentality towards sound in general.

Combine that with my personal experimentation with sound synthesis, a little bit of covert nodding from PD towards potential industry partners (when talking about the LFA's sound before GT5 arrived) and my hands-on with the cars in question, I am confident that they are using a specific technique, at least as one component of their new sound. Which technique, I won't say, but anyone in the field would be able to recognise it once they got their ears around it (it's just a case of how long it takes other devs to pick up on that - I think PD have earned a short spell of upper-handedness here).

Just the use of that one technique alone is a giant leap in sound quality, in terms of expressiveness that can be achieved (if you use it right, which, arguably, the X-cars don't quite, but there might be reasons for that at this stage). It's not an increase in the fidelity of, say, a static engine note, which is easy if you have a recording (that fidelity may even go down with the new system, but engines are never stationary), rather how that sound changes with driver and physics inputs. The "traditional" method is to blend and pitch samples, which just sounds awful to me now I've heard some alternatives.


As for just how "revolutionary" the sounds will be, that'll depend on the first step of their generation method (which I have no idea about). I have a system, that is pretty lo-fi (I can't code, so I gotta use the tools available), but is, in theory, infinitely adjustable for things like cam timing, port volumes, runner lengths, fueling etc. and any differences between cylinders in any of these things (if you have access to that "info", which manufacturers will, one way or another). That interactive detail is scaleable, too - you don't have to use it all to get believable sounds.

What that means for a game is that you could potentially get into the level of sound customisation people typically undertake for real world cars, and changes from tuning parts will be accurately reflected (so your "racing exhaust" won't sound like a race car unless you upgrade the manifold, cams and intake as well, for instance). But that would require a new user interface and tuning system, so it's somewhat unlikely based on that requirement alone.


Still, infinitely expressive (fixed tuning) engine sounds with no pitching artefacts and no dead spots from blending samples (and no control quirks as with some other methods that try to sidestep those first two problems) would be a major improvement for any game, not just GT, which is so far behind expectations already.

Note: I'm not saying anyone will be blown away by it, necessarily (I think people should just expect "adequate", and see what happens) just that it represents a major step forward for the industry, finally letting go of the cheap-memory stunted legacy that samplers have given us. Where developers can take that approach to in the future is the really exciting part.
 
I'm wishing both companies unite in a dream team like situation and make a game, maybe call it Gran Turimso Motorsport, or Forza Turismo, with Forza doing graphics and sound, the exterior of the game, while Gran Turismo works on the suspension and physics and the underlying parts of it.
Why on earth would you want Turn 10 handling the graphics? Sometimes, Forza replays look real. Sometimes, GT5 or 6 replays look like a video game. Sure, the PS3 is hamstrung and mucking things up, but GT5 made the PS3 display graphics better than it had a right to. The only thing Forza does better is shadows, and that's mostly a ram issue. The next game will be on PS4, let's talk graphics then.
 
Why on earth would you want Turn 10 handling the graphics? Sometimes, Forza replays look real. Sometimes, GT5 or 6 replays look like a video game. Sure, the PS3 is hamstrung and mucking things up, but GT5 made the PS3 display graphics better than it had a right to. The only thing Forza does better is shadows, and that's mostly a ram issue. The next game will be on PS4, let's talk graphics then.

You admitted it yourself. "Sometimes Forza looks real. Sometimes GT5 or 6 replays look like a video game." Realistic graphics are good graphics because they look real, or is that the wrong train of thought. Its just an opinion though, no need to take it serious, lets see what PD can knock out with this first.
 
@Griffith500 That's amazingly interesting. I'm excited to see what comes of the new sounds but personally I'm honestly not that upset by the sounds we have now so even a marginal improvement will be fine with me :)

Thats bad though mate. Just because inadequacy is repeated over and over and slightly improves doesn't mean we should be okay with it. Worst to bad doesn't mean its good, it just means that its no longer the worst, its just bad now.

Hopefully the patch brings it up to at least some semblance of real life.
 
Thats bad though mate. Just because inadequacy is repeated over and over and slightly improves doesn't mean we should be okay with it. Worst to bad doesn't mean its good, it just means that its no longer the worst, its just bad now.

Hopefully the patch brings it up to at least some semblance of real life.

I disagree, it means that I'll be happy even if the updated sounds are disappointing to most. Plus, if they are good enough for most people than I'll be very happy. :)
 
Publicity trick but also deceiving people by dubbing over real engine sounds, whilst none of that material is used in game. I noticed those good engine sounds also in that clip, but was already thinking before release that they dubbed it over just for this purpose...

We know that PD is aware of how a car should sound like as evidenced by this video. I especially love the in-car view when it downshifts. Sure PD has been known to put incorrect samples on the cars but that's besides the point. So perhaps it is a limitation with technology and they are in-fact working on a new method to try and re-capture that sounds that's in the trailer?

Alot of what Griffith has said completely flew over my head, but it sure does sound exciting to wherever direction PD is headed!
 
Thats bad though mate. Just because inadequacy is repeated over and over and slightly improves doesn't mean we should be okay with it. Worst to bad doesn't mean its good, it just means that its no longer the worst, its just bad now.
I agree with ironman. I listened to some of the in-game race sounds in a replay, then to the race idle when the cars ran laps around the track, and felt like you were listening to a different game than I was. Those sounds aren't bad. You may not like them, they may not make you think a race track opened up next to your house, but they aren't bad.

Then again, this is a complaint thread, and maybe you guys are doing some good with your overblown remarks. I'm sure you'd be motivated by them if they were aimed at yourselves. ;)

By the way, I was saying that most of the time, GT5 and 6 replays look like race films.
 
I disagree, it means that I'll be happy even if the updated sounds are disappointing to most. Plus, if they are good enough for most people than I'll be very happy. :)

Yrp. Im with you mate. If they could get similar improvements as we seen on the X cars, for all cars, I will be more than happy. :)
 
I've con-sided myself to the fact there will be no sound update for this game on this console.
I just think that code is buried too deep to fix it at this stage....hope I'm wrong...for everyones sake.
 
The X-cars are genuinely using a new synthesis method, anybody who's driven them would agree - I think I can say that is a given now. What's important is how that will translate to all the other cars.

Kaz said they're going to generate sounds in a completely different way. The rest is sort of long winded, but based on things like sound guys being credited for simulation work and the way the sound engine seems to have been designed (directional sources, transmission delay, frequency dependent attenuation, i.e. low pass filtering, etc.), and the attention to detail its received (since the first outing on PS3), it seems that PD are taking a certain mentality towards sound in general.

Combine that with my personal experimentation with sound synthesis, a little bit of covert nodding from PD towards potential industry partners (when talking about the LFA's sound before GT5 arrived) and my hands-on with the cars in question, I am confident that they are using a specific technique, at least as one component of their new sound. Which technique, I won't say, but anyone in the field would be able to recognise it once they got their ears around it (it's just a case of how long it takes other devs to pick up on that - I think PD have earned a short spell of upper-handedness here).

Just the use of that one technique alone is a giant leap in sound quality, in terms of expressiveness that can be achieved (if you use it right, which, arguably, the X-cars don't quite, but there might be reasons for that at this stage). It's not an increase in the fidelity of, say, a static engine note, which is easy if you have a recording (that fidelity may even go down with the new system, but engines are never stationary), rather how that sound changes with driver and physics inputs. The "traditional" method is to blend and pitch samples, which just sounds awful to me now I've heard some alternatives.


As for just how "revolutionary" the sounds will be, that'll depend on the first step of their generation method (which I have no idea about). I have a system, that is pretty lo-fi (I can't code, so I gotta use the tools available), but is, in theory, infinitely adjustable for things like cam timing, port volumes, runner lengths, fueling etc. and any differences between cylinders in any of these things (if you have access to that "info", which manufacturers will, one way or another). That interactive detail is scaleable, too - you don't have to use it all to get believable sounds.

What that means for a game is that you could potentially get into the level of sound customisation people typically undertake for real world cars, and changes from tuning parts will be accurately reflected (so your "racing exhaust" won't sound like a race car unless you upgrade the manifold, cams and intake as well, for instance). But that would require a new user interface and tuning system, so it's somewhat unlikely based on that requirement alone.


Still, infinitely expressive (fixed tuning) engine sounds with no pitching artefacts and no dead spots from blending samples (and no control quirks as with some other methods that try to sidestep those first two problems) would be a major improvement for any game, not just GT, which is so far behind expectations already.

Note: I'm not saying anyone will be blown away by it, necessarily (I think people should just expect "adequate", and see what happens) just that it represents a major step forward for the industry, finally letting go of the cheap-memory stunted legacy that samplers have given us. Where developers can take that approach to in the future is the really exciting part.
That's just what you fantasize about Griffith :), Not a given fact that PD is doing this or has this planned in any way. I'm tend to agree with the post above me; don't get your hopes up as so far they have been fine with their cars sounding like ****.
 
That's just what you fantasize about Griffith :), Not a given fact that PD is doing this or has this planned in any way. I'm tend to agree with the post above me; don't get your hopes up as so far they have been fine with their cars sounding like ****.

Only the 5th and 6th paragraphs are technically "fantasy", but it's possible with the general approach they have taken, it just needs a lot of work to allow players to have control of it (there is so much customisation available, how do you present that?).

I said not to get your hopes up, though. Expect adequacy. Even if all the cars end up like the X-cars, which is a new method, limited by still only being a single layer, I think that'd suffice. Technically, that's working on the PS3 already (16 of the new exhaust synths at once) - they're obviously trying to do more.
 
Before anyone goes ballistical over my post above, let me reiterate.
Then again, this is a complaint thread
And I know that there are a whole host of things that need fixing in many categories, and one of the sore spots is sound. I'm not saying the sounds don't suck as much as some of the vacuum cleaner posts here - suck, geddit? :D Sorry, it's dark early. I just wish the complaining wasn't as nutty as "The sounds are paaarfect."
 
Somewhere in this forum i came across a reply about changing the sound output in gt6settings to small theater.

I did that and i must say i can finally hear the engines a bit more like they should be...

Even of you are (like me) in a small living room, change it to small theatre, it helps enormous!

Sounds feel more full and richer

Fe: the yellowbird even sounds decent...
 
Mine is set to small theater but enormous is a bit exaggerated. While I didn't sense an immediat difference the NSX i drove yesterday didn't sound that bad. Also the american V8s are tolerable.
 
I think the best way to enjoy sounds in GT6 is from the roof view. That's the most intense and somewhat powerful way. Collisions sounds like shattered glass and grinding metal, instead of a dumb "BUMP" sound, and not only your engine sound powerful, but others too. It's surprisingly strange things change this much only with a different view. Try yourself.

And another thing: sure engines does not sound so POWERFUL, but in road cars you have a very muffled sound wich sounds like a hiss and a "whooosh".

And Forza's sounds are not that good. They are very similar to each other and not very similar to the original counterpart.

I think that what's really missing in the GT sounds are the little things wich make them real, as shifting sounds, bangs and various other little sounds.

Besides all of that, try listening to Ford Mark IV or Mazda 787b. They are quite nice and pretty close to the original. Even V8 engines are revamped in GT6 (e.g. Challenger, Camaro, Corvette...) they sound more guttural and gritty as a V8 does.
 
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