GT5 Sound Thread

  • Thread starter Marry_Me_GT
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Really cant believe some people are defending the sound in GT5 so much. Take any car we have a video of, then find a video of real life in car footage. In most cases the difference is night and day.

GT games simply don't capture the violence of it all, never have.
 
And other games often don't capture the dynamism of the engine, and all the other parts of a car that produce sound. GT does this best. Replace some of the samples used in GT5:P with something a bit more, erm, "meaty", faff the balance of the various sounds - et voilá! I guarantee you it would knock the socks off of everything else.

Every game has its compromises, hence no racing game has fully decent engine sounds, in my opinion. We've a few "generations" of waiting for that, anyway...
 
Really cant believe some people are defending the sound in GT5 so much. Take any car we have a video of, then find a video of real life in car footage. In most cases the difference is night and day.

GT games simply don't capture the violence of it all, never have.
GT games simply don't capture the violence of actually driving a real car around a real track either. The entire game (keyword that, GAME) is very sterile and sedate in that respect. Leave it on the shelf if you are unhappy with it.
 
They can't get the values right for EVERY SPEAKER SET UP out there, that's why. Why are you so worried that forza fanboys will make the game sound god awful and post it all over youtube and bash GT5? Let people do what they want, steve jobs.

:indiff:
Who said anything about Forza?

The reason i think the sounds might be a bit clinical and sterile is cuz from what we have seen PD records sounds from a standstill, probably, so they dont have Road and Wind noise, and instead they have a clean capture that they can overlay their tire sounds and wind noise on.

Its quite hard recording a car under load and get a proper engine sound only, my logic is they keep it clean so they can manipulate it easily. Makes sense when you want consistency above all else.


Trust me, play a game you can mod, GTR for example, get some authentic (taken from actual cars) sounds and tell me if despite the graphics it does not enhance the experience. Super GT 09 mod recommended.

Keep in mind the mods arent made by a Multimillion dollar studio.


 
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Well, for a start those two videos can hardly be compared because the volume levels and method of capture are clearly different, just like most other YouTube comparisons.

Having said that, the audio on the first video doesn't fit the look of the game. It almost sounds "overlaid" if you know what I mean, and there is no way I could listen to that noise for more than a couple of minutes without knocking the volume right down.

In that and other GT5 videos, the more refined audio sounds like it is part of the game, and that's what I like about it. It's not over-engineered and not too in yer' face. Petrol-heads might not like that, but I do, and find it offers a far more pleasing gaming experience.
 
Well, for a start those two videos can hardly be compared because the volume levels and method of capture are clearly different, just like most other YouTube comparisons.

Having said that, the audio on the first video doesn't fit the look of the game. It almost sounds "overlaid" if you know what I mean, and there is no way I could listen to that noise for more than a couple of minutes without knocking the volume right down.

In that and other GT5 videos, the more refined audio sounds like it is part of the game, and that's what I like about it. It's not over-engineered and not too in yer' face. Petrol-heads might not like that, but I do, and find it offers a far more pleasing gaming experience.

I was thinking the same thing bro. I'm saying to my self why does the audio seem not to match the car driving, It just seemed weird to me.
 
Keep in mind the mods arent made by a Multimillion dollar studio.
Right, and what does that have to do with anything, apart from backing up my subjective observation that the audio really does not match the game? Maybe if they were a multimillion dollar studio, they would end up with audio that feels like it is part of the game, like it does in GT5.
 
Yeah i agree with tokyo drift, those two videos can hardly be compared. If you turned down the music and cranked up the engine volume on the GT video, and then cut out any background noise it might be a fair comparison. Usually the sound don't seem quite as realistic as real life partly because, when does anyone ever have their TV set to the same volume as a race car? If you up your volume way up, it actually does sound a lot more immersive. Whether or not you would want to put up with all of the noise for a lengthy period of time is up to you.
 
The reason i think the sounds might be a bit clinical and sterile is cuz from what we have seen PD records sounds from a standstill, probably, so they dont have Road and Wind noise, and instead they have a clean capture that they can overlay their tire sounds and wind noise on.
Isn't that the best form to achieve the most realistic sound dynamics of a car? an individual layer for each sound that can be altered and mixed in real time. If you go and record a full sound sample in a running car it could sound good the first minutes but very unrealistic when you notice exactly the same sound again and again.

In that sense GT is one of the best. Compared to other games it "fails" at overdoing some of those layers in gameplay views(at replays you can stop the car in front of the camera and sound really beasty). Also some background layers are missing like the pebbles jumping under the car, engine "pops", mechanical gear changes, etc but his sound tech is very advanced and fully linked to the physics engine. I was making some test in Prologue and in the "Big Theatre" mode you can feel the amount of grip of the tires in the subwoofer low frequencies(totally mute sound).
 
The GTR mods samples are very raw not always well cut but no one here can say they arent beastly, like the machines.

And that was the point, GT obviously does a better job working with the sounds to make them react more naturally but at the cost of that rawness.

But if PD could be could incorporate those sounds with their technique and depth it would be matchless.

More balls is all.
 
Also, I forgot to mention

E39 M5, you know you want to PD :sly: (maybe should've put this in the car wishlist thread :dopey:)



That sound :drool: Car sounds so different when the exhaust and headers are changed :D Hopefully GT5 will have different engine sounds when you change the exhaust like in GT4 :D

I can only hope :dopey:

Anyway, i'll get me coat 👍
 
I'll wait until the game is in my hands or a direct feed is available to make any real judgments on the sounds. I know there's a balance they have to work with. As an example the C6R sounds so damn loud, so ballsy, so much umpf in real life (you'll want ear plugs) that I have not played a single game, neither sim nor arcade, that captures so much testosterone from the power and exhaust in real life. Haven't tried all C6Rs in all games its in nor user created PC sim mods. All I know is its so damn loud and ballsy that it can't be all about that and nothing else. Loudest car at Le Mans from what I recall and only the Panoz came close to it's level. Honestly, I'd be afraid for my ears, HT setup or Astro A40s if they replicated it anywhere near close to the real thing. Would rather it sound very similar, toned down a smidge but retain some of the umpf, and balanced with the rest of the sounds (tires, gears, wind, etc). It comes down to the design I guess. I just hope the end product doesn't sound like a vacuum cleaner. I also don't expect every single car to sound so accurate, many will but some will sound strange. Afterall, 1000 cars is no joke.
 
Really cant believe some people are defending the sound in GT5 so much.

Really cant believe some people are hating the sound in GT5 so much.GT4 and GT5Prologue is night and day and they showed that there will be no vacum cleaners this time. Cars like Z06, FordGT, F40, Sounds very good. Yes there are some cars with ****** sound like M3 but they are still working on it as they showed us in TT build.

Find me better sounding 370z in ANY game especially if you consider very good doppler effect not present in almost all games.

The problem is with additional sounds that they must add.

 
Whilst I agree some recent videos show improved audio effects the game regards engine noises does not really stand out as being as impressive as the visuals.
Indeed the final game audio could be fantastic or it might just be on par with other games.

Audio could still be improved in many ways and I think the main criticisim is some engine whines are a bit too high pitched and lack a sensation of true power/depth. The grunt is missing with many cars with transmission sounds not really being thrilling or indeed exhaust pops and general engine mechanics.

More of you need to invest in a Buttkicker as it will improve the audio expereince and the effect the audio has in giving you more feedback. Only with these devices can you feel the engines and even changes in the road surfaces. Some tracks have bumps you can feel only with a Buttkicker type device.

Its you guys loss if you dont go for one...
 
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I think that PD have made the sounds too perfect. (allthough they don't sound right) The engines run too well and don't seem to have what high power tuned engine have. There is no poping and banging and the gear changes are too smooth in race cars.

I felt GT2 had really good engine sounds for most of the cars. My brother could tell what type of car I was driving if he came into the room because they sounded quite real.

Having good sounds would be nice. I guess thats why I drive the Mines BNR34 GT-R in GT5P so much. It sounds awesome! Changing gears just before it hits the rev limiter is sweet.
 
I think that PD have made the sounds too perfect. (allthough they don't sound right) The engines run too well and don't seem to have what high power tuned engine have. There is no poping and banging and the gear changes are too smooth in race cars.

I felt GT2 had really good engine sounds for most of the cars. My brother could tell what type of car I was driving if he came into the room because they sounded quite real.

Having good sounds would be nice. I guess thats why I drive the Mines BNR34 GT-R in GT5P so much. It sounds awesome! Changing gears just before it hits the rev limiter is sweet.

Yea the Mines GT-R is a beast this is me driving it i suck at recording though :lol: Sounds like a beast!

 
More of you need to invest in a Buttkicker as it will improve the audio expereince and the effect the audio has in giving you more feedback. Only with these devices can you feel the engines and even changes in the road surfaces. Some tracks have bumps you can feel only with a Buttkicker type device.

Its you guys loss if you dont go for one...
Why is out loss if we don't go for one? :rolleyes: I know of their existance, I have CHOSEN to not invest in one. Please explain how that represents a loss in any capacity? If I'd withdwrawn £100 out of the bank and then lost my wallet, that's a loss. Is "missing out" a more appropriate term? I dunno', because my subwoofer does a perfectly adequate job.
 
I'd always assumed that "buttkicker" was an affectionate term for a sub. I'm intrigued now: trying to learn more about their effectiveness, and cost...

The biggest problem with reproducing car sounds is that they are very loud in real life and, as I've said before, we feel sounds just as much as we hear them. Thus, to fully recreate the experience, you need to feel it, too.
Most of the thrill from hearing sounds in person comes from that feeling, rather than the sound itself, which, in fact, is rather uncomfortable on the ears! Even live orchestral music has that effect - it's astounding, really.

I guess that's why NFS:Shift gets so much positive feedback for its sounds, since it artificially conveys this "violence" - the physical aspect - and tricks our minds (well, not mine...) into being just as thrilled.

Whether or not the buttkicker is actually a decent replacement for pure volume (:lol: "there aint no replacement, for [air] displacement!" :dopey:) remains to be seen...
I shall have to see about testing one.
 
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The Buttkicker is one of these things than once you try you can't come back, like a FF wheel. After the experience playing the game without one seems sterile and lack of information.

A subwoofer is more about a subbtle "air body feeling" and strong ear experience but a Buttkicker is the inverse, more about physical movement and vibrations with no "air feeling". I have one attached to the front part of a cockpit and when you step a rumble strip the wheel shakes like an earthquake, also the more fast you run the more violent becomes the vibration(it filters the wind effect in the game).

An example:
http://www.youtube.com/watch?v=Pw0ZXUZwB28#t=3m0s

It's very adjustable so you can configure the sensibility and force of the vibration for every game.
 
Yeah, I get how it works - interesting about the wind effects. I'm just worried I'll "have" to run out and buy one. :scared:
I'll probably wait until I've got my racing seat sorted...
 
The Buttkicker is one of these things than once you try you can't come back, like a FF wheel. After the experience playing the game without one seems sterile and lack of information.
I guess it all boils down to what you want out of your games, because I've used FF wheels before and always go back to using a pad.

Now, if I had the space and cash to completely dedicate a racing cockpit, PS3, wheel, screen, and audio system (including buttbasher), I might re-consider, but for my general-purpose media setup, I'm at no loss.
 
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