Give us better sounds - PLEASE !!

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If my theory that the X-cars are using bespoke tunings of the new exhaust synth is correct, then that implies PD had to create those tunings separately from the ones used in the "complete system" they are still trying to optimise (I'm thinking at least intake and exhaust, finally.)

That means these new cars have their own "profiles" already in the complete, new system, but PD haven't taken the time to try to tune the incomplete model (as used by the X-cars) to match the sound of the cars in the complete model. Instead they've taken a few minutes to find a complete "profile" for the old sampling system, presumably already created for another car some years ago.

Another reason they wouldn't try to tune the cars' sounds with only the exhaust layer is that they simply won't sound right. For the X-cars you can get away with it because the exhaust is expected to be the loudest part (they still have to tune it unrealistically to compensate for missing layers), but even for something like the FT-1, it just isn't going to work - it'll sound like a vacuum cleaner still, or like a race-car, or thin and flat if you try to occupy the middle ground (especially because the audio control and mixing isn't properly setup for the new synth method yet). No improvement, not worth the effort.

We have to wait for the update to be sure.
Have you ever player assetto corsa? A parte from the fact that you can mix the various sound as you see fit (engines, brakes, tires..), they're insanely good. And asset to corsa was developed by 10 people..
 
Wow I am glad I am skipping GT6 the sounds are unbearable. I am really hoping GT7 will have awesome sounds this year. Since it is going to be on PS4 and all it would be a disgrace to call it a next gen game if it had these kind of car sounds.
 
The Mclaren F1 starting sound is Real ...so why do not change the sound completely PD if you need help let me know !!!!
 
Wow I am glad I am skipping GT6 the sounds are unbearable. I am really hoping GT7 will have awesome sounds this year. Since it is going to be on PS4 and all it would be a disgrace to call it a next gen game if it had these kind of car sounds.
Unbearable is a word best used for things like pain beyond anything you've experienced before...seriously, not sounds in a game.

Okay, I know you can use it to describe other things, but it just sounds a bit silly in this context. Uncomfortable would be better maybe?
 
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Pathetic. The sounds in GT5 and GT6 are pathetic.
Well, believe what you wish, though I don't think they're so bad as that.

The word I'd choose is disappointing, though I don't let that get in the way of enjoying the whole experience, especially as an improvement is being worked on.
 
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Well, believe what you wish, though I don't think they're so bad as that.

The word I'd choose is disappointing, though I don't let that get in the way of enjoying the whole experience, especially as an improvement is being worked on.

They're sounds from a PS2 game on one of the final games for the PS3. The sounds are pathetic. They're so disappointing, it's pathetic. Both words used in the same sentence.
 
I drive the Honda HSV more than any other car just because of the sound. I don't even like Honda's.

I actually can't stand the way that car sounds long enough for me to even tell if it sounds real or not. Don't like it, Hope honda goes back to using the NSX for Super GT too... Don't like the HSV's looks either.
 
I actually can't stand the way that car sounds long enough for me to even tell if it sounds real or not. Don't like it, Hope honda goes back to using the NSX for Super GT too... Don't like the HSV's looks either.

They are using the new NSX this year.

The in car sound on the HSV is actually not bad.
 
I for one do not like the GT6 sounds in the big picture as well.
There are a few exceptions, where sounds are not bad.

One of those exceptions for example is the Audi R18 winning Le Mans racer - although I remember the car to be a lot quieter than it is rendered in GT6.
It also makes a big difference, to race the R18 with a 5.1 system and set the sound output to "small theatre" + tweaking the position of the satellites and sound levels.
You can get the sound just right, that you get the direction and sound levels in a nice way.


For me the biggest point of critique is that somehow the car do not sound "alive" or "organic" or "real" when interacting with the car on the track.
It simply sounds as if one standard short sound sample for each car has been recorded and is played as a background sound, added overly dominant tire squeal and that is it.

In other simulators you can hear pop off valves, turbos spooling and singing, backfires growling, brake disks squealing and their squeal actually changing the tune as of how intense and long you are breaking.
You can hear the suspension, other kit in the car, as it knocks against the chassis, hear the chassis squeaking in intense track sections, …

For this kind of "alive" sounds you probably need as much hardware resources and programers, coding the sound engine, as you do for the graphics.
One single sound sample, played at a fixed rate, depending on very limited variables will not cut it either - we need a lot more different sound layers, that fluctuate, depending on conditions.

I always give PD the doubt, that the ageing PS3 system simply cannot provide those resources.


I see, how polished the graphics of the cars look now on the old PS3 and always think, that this is PD's primary driving force - looks.

I always liked such really bad reviewed games by comparison, as Shift 2 - although they severely lack in many points, one thing they do get somehow right is a feel of immersion, when at speed - partly of their exaggerated sound.

For me a really good example of total immersion (helped by fantastic sound) is and always will be Richard Burns Rally for PC. You can literally feel when things start to get dangerous, as there are simply so many cues apart from the visuals - the sounds, although on a very old software was always first rate.
 
I for one do not like the GT6 sounds in the big picture as well.
There are a few exceptions, where sounds are not bad.

One of those exceptions for example is the Audi R18 winning Le Mans racer - although I remember the car to be a lot quieter than it is rendered in GT6.
It also makes a big difference, to race the R18 with a 5.1 system and set the sound output to "small theatre" + tweaking the position of the satellites and sound levels.
You can get the sound just right, that you get the direction and sound levels in a nice way.


For me the biggest point of critique is that somehow the car do not sound "alive" or "organic" or "real" when interacting with the car on the track.
It simply sounds as if one standard short sound sample for each car has been recorded and is played as a background sound, added overly dominant tire squeal and that is it.

In other simulators you can hear pop off valves, turbos spooling and singing, backfires growling, brake disks squealing and their squeal actually changing the tune as of how intense and long you are breaking.
You can hear the suspension, other kit in the car, as it knocks against the chassis, hear the chassis squeaking in intense track sections, …

For this kind of "alive" sounds you probably need as much hardware resources and programers, coding the sound engine, as you do for the graphics.
One single sound sample, played at a fixed rate, depending on very limited variables will not cut it either - we need a lot more different sound layers, that fluctuate, depending on conditions.

I always give PD the doubt, that the ageing PS3 system simply cannot provide those resources.


I see, how polished the graphics of the cars look now on the old PS3 and always think, that this is PD's primary driving force - looks.

I always liked such really bad reviewed games by comparison, as Shift 2 - although they severely lack in many points, one thing they do get somehow right is a feel of immersion, when at speed - partly of their exaggerated sound.

For me a really good example of total immersion (helped by fantastic sound) is and always will be Richard Burns Rally for PC. You can literally feel when things start to get dangerous, as there are simply so many cues apart from the visuals - the sounds, although on a very old software was always first rate.

That is why I am waiting for GT7 on the PS4. They will have no excuse to give us horrible sounds on a PS4. It will be coming soon. Because I remember them saying a few months ago that their next project was like 80% complete or something. It might even come out this year.
 
They're sounds from a PS2 game on one of the final games for the PS3. The sounds are pathetic. They're so disappointing, it's pathetic. Both words used in the same sentence.
PS2 sounds, really? Now you're just stretching to make a point. If you think they're untouched since PS2...then I suggest a hearing check might be in order as GT6 sounds aren't even the same as GT5's.

They can't be that bad


Thank you.
 
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I wanted to do the X2014 standard races yesterday....but that horrible pitch from all those cars made my ears bleed. One car sounds ok, but a whole field of them sounds horrible!

The Vette GT from the new timetrail sounds "nice". Not sure but i think the "stock" C7 got the same soundsample now.
 
If you want to hear great sound, check out SimBin's RaceRoom Racing Experience. There is a free version on steam with a few cars. The LMP car's sound is amazing. You hear everything - brakes, suspension, wind, engine, gearbox, tires.. Within 30 seconds of my first lap I couldn't stop thinking about how incredible the auditory experience was. I ended up cranking up my sound system and even hotlapping was a rush!

That showed me that there is so much potential, but it may require the additional resources that the PS3 may not be able to provide. I don't know enough about the technical aspects of heavily layered surround sound to make any sort of informed judgement though.
 
They are using the new NSX this year.

The in car sound on the HSV is actually not bad.

The interior ("engine") sound of the HSV is straight from Tourist Trophy.
The exhaust is a re-pitched 5 cylinder / V10 example - you can tell from the harmonic series (i.e. by visualising the spectrum, which might imply mixing down of different samples in this case, too, given the mess of harmonics); also by ear if the "engine" part is quiet enough.

Wrong recording; the latest sound is a doubled four cylinder exhaust, which is consequently missing the "fundamental".

In short, it's still a placeholder like the rest of them.
 
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