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The sounds in let's say rfactor are not designed to be close to any real car, the samples are maybe not very good, and even on some cars you can hear clearly when one sample changes to another. The point is the sound engine is doing a better job at simulating the way a car engine works and sounds. In GT reving a car in neutral sounds exactly the same as when driving it. This is unacceptable. In rfactor the difference is very pronounced. There are sounds (like the exhaust) that appear with different volume according to the load on the engine. In the end the sound of the engine really works as a real car. It's not with the best quality, but makes you "feel" the car.
You're recycling the same arguments now. rFactor's sound engine is not doing a better job at anything other than sucking 🤬.
The content of the samples is entertaining, but the sound engine lets it down, as I said. The cars in GT do show a volume change, but it's not pronounced enough to make the difference.
The only sound engine I'm aware of that actually "simulates" the way an engine works is in LFS, at least in terms of exhaust sound.
It's clear that many games are getting sound wrong; some in the same areas, others in peculiar areas - so it all depends on what it is you're looking for (or should that be listening for?).