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- Bottom of turn 8
Here is an example where both games didn't catch the exact real life sound. GTS has weak engine notes on cockpit view, while PC2 has too much reverb and sounded like Driveclub instead imo. However, both games is still WIP so things could change.
As for graphics, since both games have different time and conditions set I can't really give a fair judgement tbh. It is up to you which one is your pick (and please being wise to choose "real life" because it is not a game and you can injured yourself if crashed ) :
Edit : Found RaceRoom footage of GTR GT3 while it is not the same track I just want to focus my point with sounds and imo RR sound is adequate to real car sounds like. Pretty well balanced without being too smooth or overly dramatic. I can't think any other racing sim (how about rFactor or IRacing?) that have impressive sound as good as RR right now. I guess RR should be the benchmark on how race car sounds like and other devs should noticed that. Doesn't have to be the same, but at least use it as a reference sample on audio and sound design.
(Should be noticed that this video was from 3 years ago, there is probably some slight changes and improvement in the recent build of how GT-R GT3 sounds like on RR)
So far from what I've seen big names like GT, Forza, AC, Project Cars are still lacking in some area of how sounds work on their games. Even they have correct and accurate sound sample, somehow still felt "gamey" and in certain cases is a bit unnatural with noticeable and digitally recreated sound effect. Just my opinion based on my observations watching and listening to gameplay footage from various title I mentioned earlier, would be different if I get my hands on with some of these titles.
GTS sounds like a vacuum cleaner compared to the real thing. And that downshifting sound- oh dear...
Pcars sounds better to my ears. Maybe not the real thing, but close enough for me.