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Ooh, yeah, I'm really interested to see what T10 can do with 8 Gig of unified memory. I guess it won't be long until we see what PD are doing with it, either.
Still, it's true that memory limitations aren't causing the wrong samples to be attributed to certain cars (well, any car, really, if you consider "modified" sounds), but that memory limitation is still there. It's interesting that T10 basically have every other car at a lower "level of detail" than the one in focus.
That's also what GT2 did, using the newly recorded sounds for your car, whilst the AI used GT's sounds instead; although it didn't swap in the "good" samples if you switched to a different car in the replay. I think GT3 had the same sounds (the "good" ones from GT2) for all cars in the scene, so that's a compromise they took - the overall sound quality (in terms of the number of samples, their length and their bitrate) is limited by dividing your memory budget (for engine sound samples) amongst all cars equally, rather than maximising it for the one car likely to be nearest / of most interest (the player's).
Qualitatively, it is possible for some cars to sound good in a given sample format, and others to sound terrible. It depends on how well the loops are made, and how well suited to the looping mechanism (effectively) the actual car's sounds are - an example being the 787B's idle being the perfect period / frequency for the short loops in the game. This is analogous to Kaz's comments regarding the dynamic lighting requirements being harder to achieve aesthetically pleasing results for (within the constraints of the system) with some tracks than with others.
Still, it's true that memory limitations aren't causing the wrong samples to be attributed to certain cars (well, any car, really, if you consider "modified" sounds), but that memory limitation is still there. It's interesting that T10 basically have every other car at a lower "level of detail" than the one in focus.
That's also what GT2 did, using the newly recorded sounds for your car, whilst the AI used GT's sounds instead; although it didn't swap in the "good" samples if you switched to a different car in the replay. I think GT3 had the same sounds (the "good" ones from GT2) for all cars in the scene, so that's a compromise they took - the overall sound quality (in terms of the number of samples, their length and their bitrate) is limited by dividing your memory budget (for engine sound samples) amongst all cars equally, rather than maximising it for the one car likely to be nearest / of most interest (the player's).
Qualitatively, it is possible for some cars to sound good in a given sample format, and others to sound terrible. It depends on how well the loops are made, and how well suited to the looping mechanism (effectively) the actual car's sounds are - an example being the 787B's idle being the perfect period / frequency for the short loops in the game. This is analogous to Kaz's comments regarding the dynamic lighting requirements being harder to achieve aesthetically pleasing results for (within the constraints of the system) with some tracks than with others.