Give us better sounds - PLEASE !!

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many of you seems to overreact or misunderstood something in GT sounds area..

Its important that you have proper home surround sound if you want to enjoy GT.. I dont say its perfect but it does sound very good, when car is approaching, cornering, change gears and brake with gears it does sound very good, what it lacks is same what GT5 lacks most.. its too sterile, just like dead areas on racing tracks with nothing going on, same goes for sound, sound is clean with no car sounds, it lacks suspension sounds, clear intake and exhaust is barely noticeable, other random sounds when car is moving is not there, clearly PD recorded sounds on sterile rooms with no movement whatsoever, but car is alive and makes a lot of noise when moving including plastics and metal vibrations, belts screaming for help, hardcore Horse Power roar, which GT dosnt have even on good sound systems which I still dont understand why.. did PD lower the engine noise to hear other sounds, if thats the case then put it back up again... :)

same goes for racing tracks, put there birds, animals, racing flags (red, black, start etc.), trash, dirt, staff, random people doing random jobs... and make tires to blow up...

well that would be GT6....
 
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Some cars in GT5 does not sound too bad, like the Dodge Viper in my video, taken with a phone camera, but the sound still okay :



Dodge Viper GTS '02 at Road Course Daytona, CM tire, no ABS/other aids, 10/8 BB 2:10.372



I don't know if the engine sounds accurate enough to real life, but from my TV speakers they sound good enough to not cause boredom or sleepiness :lol:

The video is 2.08 GT5, I just deleted my game data as it has some bizarre corruption, it will shut itself down when loading Monza/Suzuka with weather. After deleted, back to 1.0, problem solved and now I'm experiencing better rain effect when in cockpit view, better turbo whine when inside F40 than in 2.08 version, felt weird.
 
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The problem is with the sheer volume of cars in game they are not going to be able to record sounds for them all, but the premium cars need to be recorded properly. PS2 sounds simply won't cut it for gt6 and you no Forza will continue to get better in the sound department.
If quantity over quality is really the main problem here, PD could've easily gotten rid of a couple of hundred cars by now, yet keeping the iconic and popular cars, at the same time also adding more to make it up to date, making the car list more relevant. But that's for another thread.

Listen to the LFA, it sounds amazing, best and most accurate sounding version of that car I've heard.
:lol:

PD did nail a handful of cars as far as sound goes, the LFA wasn't one of them.

2:20 to 4:30.
 
I did but I can't listen to awful quality open-mic recordings further compressed on youtube and make any real judgement. There are so many variables to take into account which make it pointless.

You wouldn't be able to do video of course but why not connect your AVR to the line-in of your PC soundcard (Or a digital input would be better, if you have it) and then we can hear properly.
 
If quantity over quality is really the main problem here, PD could've easily gotten rid of a couple of hundred cars by now, yet keeping the iconic and popular cars, at the same time also adding more to make it up to date, making the car list more relevant. But that's for another thread.


:lol:

PD did nail a handful of cars as far as sound goes, the LFA wasn't one of them.

2:20 to 4:30.


Wow that's really sad. You really couldn't tell that there was a racing exaust on that thing? If you don't know what that sounds like by now, you shouldn't be arguing with people about sound, because it's ridiculously easy to tell the difference. The stock LFA sounds COMPLETELY different to one with a racing exaust. It's like that for every single car in the game, and it's another huge problem with the sound in GT5, HOWEVER, if your gonna compare the game sound to the real car, why in the hell would you put an exhaust on it? Guess what, changing the exhaust, changes the sound.

The LFA in forza isn't nearly high pitched enough. Compare it to the top gear review of the LFA on youtube, it doesn't sound like it. In GT5 the stock version sounds pitch perfect.

Zonda C12S as well, it sounds pitch perfect to the real thing, especially in low RPM range.

They can make good sounds, but they're lazy. They've always been like that, but I just don't understand why they keep being half assed with certain things. We could forgive them back in the day because standards back then were extremely low but nowadays it's just bad business.

Let me clarify that engine sounds isn't overly important to me, it's merely a bonus to have accurate and exciting engine sound, but it still doesn't mean they should be this lazy with it. The most important parts of a sim is the physics, and for the most part they nailed it considering it's on console and therefore has to work well with gamepads, but like I said, there's no excuse for half assing things.
 
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lock this thread already its easy to figure out the gist of this every car needs work some more than others but every single car needs better sound!!!!!!!!!!!

so kaz fix it in gt6 or pple are going to go insane
 
Wow that's really sad. You really couldn't tell that there was a racing exaust on that thing? If you don't know what that sounds like by now, you shouldn't be arguing with people about sound, because it's ridiculously easy to tell the difference.
The LFA in forza isn't nearly high pitched enough. Compare it to the top gear review of the LFA on youtube, it doesn't sound like it. In GT5 the stock version sounds pitch perfect.
:lol: Oh my. It's clear that I haven't played the game in a good while. Had to refresh my memory. The LFA had also quite a few changes in the sounds department since release if I remember correctly.

Anyway, let's be clear, neither of them nails it. I doubt any game will ever do that. The video above was just for comparision. Although I'm aware of the fact that FM4 has always lacked the lovely high pitch sound and the bass is a tad too much in exterior view, I still prefer it over GT5's, any day, especially regarding the cockpit view.
 
Hyland
:lol:

PD did nail a handful of cars as far as sound goes, the LFA wasn't one of them.

2:20 to 4:30.
<a href="http://www.youtube.com/watch?v=Wtf1zpXVrLI">YouTube Link</a>

This post is pointless for two reasons

1. The LFA does not have stock exhaust installed, with normal tuning the car sounds as it should.

2. While forza sounds are much better, they simply aren't realistic either. I mean come on, am I really expected to believe that the Mercedes actually sounds like a muscle car from hell? Because it doesn't. While forza's car sounds may be much better than gran turismo's, they just aren't what you'd hear everyday.

Overall that video was absolutely pointless.
 
This post is pointless for two reasons

1. The LFA does not have stock exhaust installed, with normal tuning the car sounds as it should.
Yes, as I said earlier, I noticed that. My bad. But even with the stock exhaust, I still find it sounding generic. GT5 has the upper hand as far as exterior sound goes. But when driving in cockpit view, which I assume most of us do by now, there are several videos on Youtube where you can clearly hear the similarity between real life and FM4's sounds. Either that, or I'm completely deaf.

2. While forza sounds are much better, they simply aren't realistic either. I mean come on, am I really expected to believe that the Mercedes actually sounds like a muscle car from hell? Because it doesn't. While forza's car sounds may be much better than gran turismo's, they just aren't what you'd hear everyday.

Overall that video was absolutely pointless.
Compare the video above with this one (at the very beggining). Turn10 might have exaggerated the sounds and recycled many of them, but most cars including the 190E still sounds far, far, more believable than any generic sound that PD has produced.
 
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I did but I can't listen to awful quality open-mic recordings further compressed on youtube and make any real judgement. There are so many variables to take into account which make it pointless.

You wouldn't be able to do video of course but why not connect your AVR to the line-in of your PC soundcard (Or a digital input would be better, if you have it) and then we can hear properly.

Damn, I lost all my replay files and photos when I deleted my gamedata, forgot to back them up :(, I'm downloading updates slowly now, the PD servers seems to be congested :ouch: I might have to do some driving again to have a replay recorded.
 
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*sigh..* after reading some argument i would like to say my thought of this sound issue.. GT5 has the same crapy sound since GT2 (i have not own GT1) but slight smoother thanks to technology progress.. i say drop the 1000+ cars who need 20 models of Lancer Evo or Impreza make it 400 or 500 and work on them or only the premium ones, after 5 years even a lot of the premium sounds disappointing, that comparison to the forza 4 sounds was awesome, if the sounds would be like those i would have no complains even tho there not the real ones as long as it resemble would suffice it would be fun to just drive or drift or just rev.. i play some simbin games and NFS games their sounds are good and are fun.. i think a lot here didnt play much more that GT series or deaf to sounds because their comments just made me face palm my face, the sounds are bad very very bad there is no doubt for denial
 
Getting rid of duplicates simply because of the sound is a bad reason, in my opinion. Chances are that the duplicates have the same sounds in real life, (e.g. most WRX STI's should sound the same), meaning that all PD has to do is copy and paste sounds onto one another.
 
Has the recent updates seen any improvements in the sound department? I have not played GT since October as I have been away from home?
 
Has the recent updates seen any improvements in the sound department? I have not played GT since October as I have been away from home?

They updated the HSV and whilst it sounds much better than the original sample it still sounds terribly synthetic.
 
They updated the HSV and whilst it sounds much better than the original sample it still sounds terribly synthetic.

I think there might be 3 cars in GT5 that sound like the real thing. :lol:
 
Yeah, the sounds are just electronic and ugly. they have no growl or powerful feeling about them. The V8's sound like my dad on the toilet :P
 
That's because, generally, they're missing intake / induction sounds.

they're missing a whole lot more than that, popping/spitting exhausts, accurate bov sounds, everything sounds overly compressed and very digital, i could honestly do a better job myself given the resources available to PD.
 
I watched some "project cars" vids yesterday, those carsounds are quite good when racing. The replaysounds on the other hand are, ahm, nearly as bad as shift 2 ones...i hope the developers improve those till release. (still GT5 got the most dynamik replaysounds i know of)
 
they're missing a whole lot more than that, popping/spitting exhausts, accurate bov sounds, everything sounds overly compressed and very digital, i could honestly do a better job myself given the resources available to PD.

They're missing a whole lot more than that, even. And I presume you know what's actually involved, i.e. you have experience of making sounds for a car game? I bet a lot of people think they could do a better job, but I doubt many have actually tried.

The sounds are not "very digital", that implies very low bit-depth, which tends to sound "crunchy" and noisy (like chip-tunes), they are compressed in terms of data, but not the dynamic range like with some games (this lack of DRC actually makes them sound worse on low-quality hardware), but this is a memory issue. The rest of your problems with the "sound quality" are probably mostly concerned with the "Casio keyboard" vibe you get from sample-based synthesis, this is avoided by using more samples, which means more memory.

Then you can look at individual exhaust samples and say some are a bit rough (although most of the modified sounds for certain engine types are a bit weird, for some reason), but it's the lack of intake (even for turbo cars), to balance against the exhaust to create the full sound, that really lets the game down.

I watched some "project cars" vids yesterday, those carsounds are quite good when racing. The replaysounds on the other hand are, ahm, nearly as bad as shift 2 ones...i hope the developers improve those till release. (still GT5 got the most dynamik replaysounds i know of)

Is that still the camera position bug? There were stuttering sounds in replays because the fast-moving cameras weren't feeding the audio engine with the right information fast enough / in the right way.
They also still had the usual low-res audio control, which caused the "stepping" sound you often hear on Shift 2 videos (high graphics settings plus Fraps reduces framerate, which reduces audio control rate with it.) The PCARS sound team are aware of the camera stuttering bug, and they know what causes the stepping - a big part of the problem is the hardware variety on PC, though.

GT5's control rate is very high (possibly tied to the physics), which is why you get that "dynamic" feel.
 
@Griffith500
Not sure what's wrong with the pjcars replays, they somehow feel strange to me while watching.

Here is a "current" reference vid:

Project cars (skip to half way through for replay)


Real


Think i don't need to post a GT5 replay reference, we know those sounds well i guess :sly:
 
Well, there's no stuttering, that's for sure.

I think at this stage the lack of environmental / spatialisation effects is causing the all-to-familiar "head up the exhaust pipe" problem. There's no change in character to the sound as the angle and distance between the car and the observer change. They've "promised" a lot on this front, so I suspect we still need to wait and see. Another thing is that the external mix seems heavily intake dominated, but you can hardly hear that on the real car (placeholder?) - the real exhaust has a screamy component buried in the lumpy texture (indicating a balance pipe of some kind, probably x-pipe) which is totally absent in the game. It actually sounds a bit like one of the perennial V8 samples PD have used since GT2. It used to be the race exhaust on my namesake, (I think it's sports now), and it's also used on the Callaway C12 stock sound, and the Volvo S60 T5.

Note also just in that first real-life shot how varied the tone of the sound is, first as the car approaches head-on from a distance, drives by at its closest point side-on, and finally drives off into the distance again, with the exhausts clearly blaring back at us. A special effect with the exhausts is the way they seem to "open up" as the listening angle moves from off-axis (to the side) to on-axis (directly behind) - there's this cool frequency sweep effect. None of that high-level spatialisation (except the "frequency sweep" thing, which is in GT5) is accurately represented in any game.
 
The pCARS audio is far from finished so I don't think it's really fair to compare it to a finished retail product yet.
 
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