Yes, and you have fallen into something of a trap. Which I will explain.
Let's say the typical racing sim has 30 unique cars in the stable. And that the sound team has 18 months to get the audio package together for a game's release. This means they have almost three weeks they can devote to each car and get it right.
Let's say that GT5 has 600 unique cars, probably way low, but let's use that. And they worked on the audio for the game for four years, which is probably way long, but let's go with that. This means they have about three days to spend getting the sound right for every car.
Sound like a job you'd want? I mean, even given the fact that they use common soundsets for roughly similar cars which get people complaining they aren't right, it's really ludicrous to think you can get the same quality in one-seventh the time. Want to try and get a week's worth of work done in a day? Not me!
@ Griffith500 : I posted at hybrid showcase thread, I made Acura NSX Twin Turbo with 11000rpm redline and also have 800HP version which has 14000rpm redline, it has higher pitch but I like how it sounds, almost like formula engine I use C32B engine from NA2 NSX.
The 512BB and Miura Twin Turbo seems to have extra sound detail, there's a hint of fuel pump noise or some kind of valve noise on mid range rpm when applying throttle, not sure if the stock non turbo has it too, both are on sports exhaust, installing racing or semi racing kills the extra sound details - gone
I'd be really keen to try that myself. There's potentially something to learn from pushing the samplers way out of their normal range like that. I had no idea this sort of thing had been "unlocked" (can you directly set the redline, or is it a tuning part?). If you're accessing sounds that weren't there on the stock car (I didn't think the 512 and the Miura could be turboded), then I guess something "new" could be happening.
The "GT sound" already sounds like stretched loops, so I suppose taking that topmost loop and stretching it even further wouldn't really be a decrease in sound quality.
Higher rpm is achieved through parts tuning - engine, intake, exhaust manifold, etc. 512BB and Miura turbo can only be done through hex, you really need to drive those I have created, they sound awesome with sports exhaust both in cockpit and chase cam - replay even better.
I just made 12000rpm Honda S2000 '06 with F20C engine from S2000'99 ( a replica of international market version - non US/EU model ) - something that's missing from GT5.
It has twin turbo custom setup, and in replay, it sounds so epic When the Vtec kicked in at 6000rpm then turbo kicked in at 8000rpm onwards to 12000 ... awesome :kidding:, the sports exhaust sounds so good now, as well as semi and racing. Add me, I'll be putting it on share. I have another project that might interest you, it's a replica of a real tuned car - has Buick Grand National ( GNX ) engine with custom twin turbo pushing 575HP and higher redline.
GT5 handle revlimit pretty good - original rpm range still sounds like they used to when stock, but higher range that gets expanded also still sounds fine to me. I can also decrease redline rpm via tuning
The "GT sound" already sounds like stretched loops, so I suppose taking that topmost loop and stretching it even further wouldn't really be a decrease in sound quality.
I've had a quick peek in the hybrid thread, and it seems the higher NA tuning parts really do shift the torque up high, and raise the rev limit? That's interesting. Interesting that the parts are in the game, but not being used. Why would they not be used? Is it (partly) because the samples don't "reach"?
Do the "hidden", say, intake manifolds also move the peak torque in the rpm range? If so, that'd be promising for tuning, if it gets uncovered in the next game(s). Even more so if these new sounds do what I think they could!
The only way for me to try your cars is to borrow glitch, right? Which takes hours? I'd rather just learn to put those parts on for myself!
They are indeed already stretched (well, under-sampled, actually - so they're technically "squashed"), but it should only get worse the fewer samples (that is, the data points within the looping "sample" files - ah, words) you actually pick out from the recording, especially if your filtering / resampling is aurally poor.
That's why I need to hear it.
Mister PD , i'll be a happy man with this sound and this kind of cockpit cam , with more zoom out settings possibilities and this kind of feeling at the wheel.👍👍👍 Just THIS !!!!!!
Works in latest GT5 version 2.14, secret menu access required - I enabled secret menu after the update to 2.14.
The view angle do not work at course maker tracks ( tested at Toscana ) but works on all other tracks.
I use 100% screen angle ( default value for wide ), angle of screen curvature 0 degree, layout 3x1, monitor no 2, 16x9 aspect ratio enabled ( can be disabled - unchecked ), viewing angle Y at between 60 to 65 ( try both, see which one you like or any between ) - 65 makes it sits further back, the lower the value - the closer the cam. Enable temporal aliasing : on ( not sure if it helps with frame rate - the graphics looks the same to me )
Give these a try, I like it so far. For a good laugh, try 301 for view angle Y - the car will be in very awkward position
When properly set, it's not "backseat" view, trust me, it's way much better view, both around and in front ( road ).
If possible, could you post a photo of the "custom" view? I'd be very interested to see if it's worth the effort. Cheers.
I'm curious now too... and I really want to just blow the day off and hang here, but my dad's house won't clean itself... meh, responsibility.
Well....... hmm. Gee, it's been so long since I drove in cockpit view that I'm not sure there's much difference. I am about to finally bail and do that GT thing, so maybe I'll come back before bed and see if I like these or not. Nice of you to be so quick with the evidence. 👍
Nice. I wish PD would at last make the FOV adjustable.I took some pictures, not very good quality, but you get the idea
Since we aren't talking about sound anymore...
In forza you can go into the triple screen setup and adjust FOV. Its kind of hacky but works. Gt5 does triple screen, right? Does the same trick work there?
vid
Damn it, i can't belive this ******* sounds... The engine sounds terrible - again... 👎