R5
(Banned)
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Oh you're sure huh?
It's been done many times before, so why not
Oh you're sure huh?
It's been done many times before, so why not
Forza sounds, just as unrealistic. Just sound better, so less complain.
Oh you're sure huh?
Yes as they have failed miserably.
Really? You're being sarcastic right?
We already know how perfect you think Forza is by every measure. No need to spread the nonsense around to the GT6 forum too.
Why is a stock civic type R as loud as a F430 scuderia...and why is the EVO time attack so low? Why does the Lamborghini sound like an Inline 6? if your going to show car sounds on a console, try showing PGR4 instead.
If that's what you like, sure. But I'm sure PD will do much better than that.
Forza Horizon does soundwise the best job currently on consoles. It sounds perfect. Every car sounds as it should without being overdone such as in FM4 on the regular stock cars.
Forza 4 sounds incredible. The details caught in the recording process is anal. However, I would've rather they didn't apply their DSP filters on the stock notes. I understand why they did them but still, it would've been better if the DSP effects were limited only on upgraded vehicles.
The best way to do it would be the way they did it in FM2. Stock cars had pretty much unfiltered samples. The cars in this stage sounded a little muted, a little more realistic. It was only when you applied upgrades that the actual notes were swapped out to produce deeper,raspier effects.
For FM3 however, they chose to do away with that system and 'beefed' up the cars from the get go with no sample swaps even when you upgraded which was something I didn't like.
I would love to see a return to the FM2 system. That would be the best way really.
You know, it's not only the actual engine/exhaust notes in GT that are bad. It's the other effects as well such as, Dog box gear whine, BOV/Wastegate chatter, shifting effects, brake whine, engine/gearbox oscillation, reverb, doppler, cockpit resonance..etc
These effects also need an overhaul.
PC sims such as RaceRoom, PCars, iRacing..etc are leading the way in the sound department imo and it's these guys that PD and Turn 10 need to emulate..
Forza Horizon does soundwise the best job currently on consoles. It sounds perfect. Every car sounds as it should without being overdone such as in FM4 on the regular stock cars.
Anyways I find it always funny how people like to bash FM4 sounds. They are still miles ahead of GT sounds. And if the FM sounds were the ones from GT they'd be praised to the sky.
GT has bad samples, and also the mixing is extremely bad, all the other sounds which make a car sound alive are missing. From shifting to intakes, doppler over the unique BOV sounds. Let's see if GT6 changes a little. But I guess there wont be anything brand new.
Take note PD...take note...
Assetto Corsa off screen video with sound of the McLaren MP4-12C:
FoxiolTake note PD...take note...
Assetto Corsa off screen video with sound of the McLaren MP4-12C:
<a href="http://www.youtube.com/watch?v=uqTaKGfeBE0">YouTube Link</a>
Take note PD...take note...
Assetto Corsa off screen video with sound of the McLaren MP4-12C:
<a href="http://www.youtube.com/watch?v=uqTaKGfeBE0">YouTube Link</a>
Two examples come directly to mind. Generally, any NASCAR race car. Race it and listen to it from several views. Especially at the end of the event, and listen to it idle down. It sounds horrendous, like a serious racing machine.
That's a thing of beauty.
...wall of text before part relevant to me... Now if you drive perfectly and only ever circuit race, you'll probably never get to these flaws....wall of text after the part relevant to me..
Chippy, please don't tell me that Forza will still feature a 'perfect' shifting effect system..?Granular-based audio systems sound great in dynamic states, but they break in a lot more situations than the loop-based system that GT and Forza and a few others use. For example, fire up AC, or R3E, or Dirt 3, or the recent NFS titles and try to hold a steady mid-range RPM. Try to bounce off a rev limiter. Try to go part-throttle. Try drifting. Suddenly a lot of the artifacts of the system start poking through. Now if you drive perfectly and only ever circuit race, you'll probably never get to these flaws. But when you have a game like GT or Forza where not everybody only circuit races, suddenly the likelihood of hitting those issues becomes much more likely.
At a less audible but more important level, it's a bit less practical to modulate a granular system's sound based on physics states, so things that you hear (especially regarding shifts and transmission sounds) might sound great because the audio is scripted to sound that way, but the sound isn't actually tied to anything physics is doing so it doesn't "feel" right when you drive. NFS gets around this by having the audio system drive the physics, but that comes with its own inherent set of input lag and other odd behaviors (compared to GT). Or, in short, it might sound great in replay or on youtube footage or when watching your friend play while you're sitting next to them, but once the wheel is in your hands it might not feel right.
Plus it's a lot more difficult to generate a breadth of audio content. You'll notice that most of the titles that use granular-based audio systems have sub-100 cars in their game and usually sub-40 unique-sounding cars. This is because a granular recording has to be produced in a very, very specific way - typically an on-track steady acceleration pull over a long period of time. Imagine finding a strip of track long enough and flat enough to take your race car from idle to redline in a 1:1 gear at full throttle, for example. On-track recording is very expensive (paying for the track time, the driver time, the equipment, and the car time), difficult to get right, and time consuming (whereas with GT and Forza and other loop-based games, a dyno shop can be rented out for a couple hundred dollars for a day and 3-4 cars' recordings can come out of that). If PD were to make a GT game with only a couple hundred cars, I'm willing to bet they would consider moving to a granular system. But it's definitely not feasible for a 1200+ car count game on-disc with only a couple years' development time.
I'm really looking forward to AC when it comes out, and they've no doubt got a great 4-12c GT3 recording.
Oh, and a recording using the microphone on a cell phone or whatever of sounds coming out of speakers is definitely not a good way to judge the audio quality of anything. Our brains are very good at filling in details that we don't necessarily hear. Listen to the straight gameplay footage instead, as it tells the whole story.(Lotus elise) http://www.youtube.com/watch?v=Zzy4FSF12HU
Also, if we're talking about PD's BOV sounds, I'm pretty sure they sound like a 1980's MIDI hi-hat open sample.
Take note PD...take note...
Assetto Corsa off screen video with sound of the McLaren MP4-12C:
GT5, listen to the idle up sound before it goes racing.
Last is test of real world cars, you can hear the idle up the low burble cam noise is far more prominent than the idle in game. Also listen to the car on passes and you'll see a difference as well.