The problem I have with the sound in cockpit view is that it is not centered.
I do understand why. It is because PD has created a sound system with specific sources located in the threedimensional space. Exhaust, engine, tires and whatnot all have their sounds located at the places they are being generated. A good idea at first glance. But this generates the problem that when you're in a car, you usually don't sit in the center and therefore will hear the engine (and probably the exaust) louder on one side, which I find quite annoying.
Also, this is not the case in a real car due to the numerous reflections inside the cabin and most surfaces generating their own sound through vibrations and resonances.
This might not be the case in a surround sound setup, but every stereo setup is prone to this ... oversight. I have only used stereo headphones and stereo speakers so far, and I'd be happy if any surround sound owner with sensitive ears could confirm or deny this problem for multichannel setups.
The Ferrari F1 cars aren't that bad, the upshifts just need to be faster (which if I'm not mistaken, you can actully yourself when you mess around with the gearing). The F10 is an improvement in regards to syncing the two tones over the F2007, which appears unchanged from Prologue and still off. My only problem with the FGT is the gearwhine and how it tends to overpower the engine tone (a problem with many race cars in GT5).
To be fair, the road car in GT5 is a representative of a finished, mass-produced road car (which ironically, Citreon did say would have a choice of engine options before the news came that it wouldn't be mass produced). That car there is the rolling concept car and that doesn't even sound like a finished transmission.
That was sick /\/\/\/\ It sounds just like the real deal. nice![]()
Ya, sometimes 'pre-canned' sounds just work,
If GT sounded like that I wouldn't give a 'insert expletive' if it was 'pre-canned', realtime or magic powered.
Theres no point bragging about real time engine sound or damage if its not up to par with the non real time stuff out there in other games,
Sounds like the above are done by people in their spare time getting no money for it,
Heres an idea PD get these guys to work for ya and send the guys your using out into the real world and let them hear what a car actually sounds like outside a laboratory.
I understand PD is going a different route with the sounds, they even clearly have the sounds for alot of the cars but the system they use isnt good enough,
I take the R10 for example, it has the right engine sound in lower revs but then as you go higher and higher it starts to sound nothing like the R10 Diesel and just starts to sound like a computer generated noise(I appreciate thats what it really is but I'm sure you get my point).
PD might have a good engine that changes the sound depending on where you hear it from, that still doesn't change the fact that the R10 dosn't sound anything close to the real deal, and I know, I 'experienced' what they sound like IRL.
And as far as 'bragging' is concerned I may have used the wrong term, but when I hear the words 'expect perfection' I expect alot more than what was given in that regard,
When Kaz says they won't do damage unless they do it right then I expect better than bumps and paint scrathces at 300kmph,
When they say they're redoing the sound I expect sound thats significantly better on all cars and not just a few, while the rest still sound like GT1/GT2.
I'd much rather GT sounded like GTR and Forza even with their 'inferior' sound engines on the basis the cars sound better, maybe not as much of a technical achievement or as complex,
But I'd take what sounds like the real instrument over what sounds like a synthesised instrument any day, I'm not bothered how either sound is made, just the end result!
I'm not so sure I agree on the Porsche. Only thing I hear thats about right on is the tone itself(even then, its slightly still off pitch in high revs).
I'd much rather GT sounded like GTR and Forza even with their 'inferior' sound engines on the basis the cars sound better, maybe not as much of a technical achievement or as complex,
But I'd take what sounds like the real instrument over what sounds like a synthesised instrument any day, I'm not bothered how either sound is made, just the end result!
So like most GT5 car sounds then? You borrowed my opinion.I'm not so sure I agree on the Porsche. Only thing I hear thats about right on is the tone itself(even then, its slightly still off pitch in high revs).
Incorrect, this gearwhine is a completely new sample by modders, Enduracers. Generic gearwhine would be GT5 in a nutshell. rFactor had only 2 distinict transmission samples but a third was made by Enduracers which has the canned warble effect.The gearwhine is unfortunately still the generic one heard on many rFactor mods.
If you wish to change a gearwhine sample, raise or lower volume mix, or remove completely. It can be done very simply by .sfx editing for personalisation. I switch old samples over to this new sample by myself on my installation. Canned effects over nothing is so much better than that generic sample from GTR2.Again, gearwhine is not the same on all race cars and unfortunately, people still seem to struggle to understand this.
PD sounds are not that bad, just inconsistancy is the issue. For some cars, they actually have managed to get quite close (Peugeot 908, Ferrari 458 Italia), others they have alot of work to do on. Overall there is progress, but there is still plenty of room to improve.
That Rfactor Porsche definitely sounds more realistic than any car in GT5, even though it uses a simpler sound engine.
The 908 sounds a bit too high-pitched and doesn't have any proper rumble you'd expect from a Diesel.
I must say, the Peugeot 908 is not too far off its real life counterpart. Major wind noise and diesel tone is there. The only three things I see would make it perfect is lower the overall volume of the engine tone on the outside to the point the wind noise overpowers it as it passes by, increase the volume of gear whine where its audible (on the outside) when its going through slow corners and bring the engine tone down about an octive or two as well as its volume in the cockpit so the gearwhine is heard in low revs.
So like most GT5 car sounds then? You borrowed my opinion.
Incorrect, this gearwhine is a completely new sample by modders, Enduracers. Generic gearwhine would be GT5 in a nutshell. rFactor had only 2 distict transmission samples but a third was made by Enduracers which has the canned warble effect.
If you wish to change a gearwhine sample, raise or lower volume mix, or remove completely. It can be done very simply by .sfx editing for personalisation. I switch old samples over to this new sample by myself on my installation. Canned effects over nothing is so much better than that generic sample from GTR2.
If modders had the sort of money that PD had, we would probably have over 30 transmission samples to choose from by now, it's all relative to what can be achieved on a budget. Remember Forza 3 devs had a few contraptions built to make pure gearwhine sounds. If only modders could get hold of that kind of equipment!
You also have to take into account GT5 runs on a different platform with it's own advantages and disadvantges, 360 and PC games have more memory to play with. PS3 has a lot of bandwidth and processing grunt, but lacks in system memory. 200+ megs after the XMB allocation is used........
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Don't think PD has the luxury of giving 12-16 cars on track that much memory...
See it in the same way as visual damage. GT5 approach is more advanced and complex in the sense of a real simulated environment sound. Damage is the same, real time damage is more advanced and realistic than precalculated damage but that don't means that with the actual hardware restrictions will look or sound better.I'm not going pretend to understand the technical aspects as I'd surely just make a fool of myself if I did and be exposed by the clearly much better informed posters in this forum,
But I find it hard to believe the PS3 is holding PD back in sound regards when GT5 is such an over achiever in other areas(premium detail, weather, track creator),
Also again I'm not up on the technicalities so perhaps my point is flawed but how does a game like Battlefield BC2 : Vietnam sound so ear meltingly good(with so much happening at the same time) on all platforms(xbox, PS3 and PC)?
If EA/Dice can do it then why can't PD, I'm well aware of EA's spending power(nothing is too expensive) but GT was no budget title either.
I'm not going pretend to understand the technical aspects as I'd surely just make a fool of myself if I did and be exposed by the clearly much better informed posters in this forum,
But I find it hard to believe the PS3 is holding PD back in sound regards when GT5 is such an over achiever in other areas(premium detail, weather, track creator),
Also again I'm not up on the technicalities so perhaps my point is flawed but how does a game like Battlefield BC2 : Vietnam sound so ear meltingly good(with so much happening at the same time) on all platforms(xbox, PS3 and PC)?
If EA/Dice can do it then why can't PD, I'm well aware of EA's spending power(nothing is too expensive) but GT was no budget title either.
You also have to take into account GT5 runs on a different platform with it's own advantages and disadvantges
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Don't think PD has the luxury of giving 12-16 cars on track that much memory...
What?
How is lack of memory budget = not technical.
If everything was unlimited, you can accomplish anything, but there are usually restrictions.
I hear pitch shifting at the low RPM for every car, even the so called good ones, so there are still memory issues here.
With more memory, you could use a proper low RPM sound rather than pitch shifting it down
The flanging is due to the fake reverb and slap back echo effects. You do need these effects as that is what makes a car sound nice in a tunnel or on a stadium driveby. But the way they did it sounds like a cheap method to save memory again and processing power
Proper reverb takes a lot of CPU grunt and memory as the sounds have to be held in memory to process and playback the long reverb tails.
Cheap echo simulates this to some extent, but creates a chorus, flanging, phasing effect
Yeah sure, my Roland SRE-555 Space Echo, analog tape delay unit, has decent spring reverb, but it's an analog device, and you sure aren't getting it in a PS3! Try some reverb plugins, even cheap ones on the PC, and you'll how much grunt they take up when you need a 5-6 second decay duration, something that doesn't sound like a small room. That's in isolation, GT5 needs to do a lot of things at the same time.
List the games then...