- 4,878
- CoolColJ, GTP_CoolColJ
Neither are the tuned GT cars.
Exactly my point, your comparing tuned with tuned...
Neither are the tuned GT cars.
You're not. It's a video of an Amuse S2000 GT1 against a video of a tuned Honda S2000 that doesn't change the sound from a stock one. It's as dumb as the tuned Viper ACR against the Viper CC videos.Exactly my point, your comparing tuned with tuned...
I'm not saying it isn't. However, I see no reason why the effort was put in the details of the sound layers ahead of making the cars themselves actually sound realistic.GT5's sound engine is more complex - talking about the processing and the sound layers. Forza lacks wind and road noise, no doppler effect (!) and just one mashed up together sound layer, that just varies in volume.
I'm not saying it isn't. However, I see no reason why the effort was put in the details of the sound layers ahead of making the cars themselves actually sound realistic.
It's a little hard to think, "Man, the doppler effect is great" when all I hear from the Viper is the sound of 4 or 6 cylinder. That video was also unbearable; those tire sounds are wretched.![]()
Sound in GTR games consists of short 2-3second loops at low, medium and high RPM for load and off throttle, plus idle.
The loops are crossfaded which pretty much kills the accuracy of them.
And they sound somewhat distorted
The sound files are easily accessible in the game directory
The so called Transmisison whine and stuttering is all canned and fake in GTR games, it's basicly a loop of the effect, sound wise! There is no tranmission modelling causing the stuttering at low RPM....
Well the tyre and engine sounds changed between each of the 3 Spec updates in GT5. And then the tyre sounds changed once again in the Time trial, and again also sounds different in the recent demos
Why wouldn't you have a nice "operating system" that you can run your programs on? At least your programs you install in it can improve over time and make use of all the features, instead of being stuck with DOS to run your "programs" ...![]()
Sorry, but that time is up. 5 years of work is more than enough time to build the "foundation" & then improve upon it.Why wouldn't you have a nice "operating system" that you can run your programs on? At least your programs you install in it can improve over time and make use of all the features, instead of being stuck with DOS to run your "programs" ...![]()
Sorry, but that time is up. 5 years of work is more than enough time to build the "foundation" & then improve upon it.
Sound in GTR games consists of short 2-3second loops at low, medium and high RPM for load and off throttle, plus idle.
The loops are crossfaded which pretty much kills the accuracy of them.
And they sound somewhat distorted
The sound files are easily accessible in the game directory
The so called Transmisison whine and stuttering is all canned and fake in GTR games, it's basicly a loop of the effect, sound wise! There is no tranmission modelling causing the stuttering at low RPM....
I'll "get a grip" when PD stop managing to muck up car engines.Oh 🤬! Somebody'd better tell Kaz; he's in sooo much trouble now...
Seriously. Get a grip.
After this many years of work, the only thing about the game's sound worth mentioning is the complexity of it, rather than the accuracy of it is my point.The sound engine is as important as the samples - just because the approach so far hasn't impressed you, it doesn't mean it's a pointless endeavour in general. You've got to start somewhere, and you need to work on both engine and content to be used with that engine simultaneously, otherwise you won't get the best optimisation. And don't give me that crap about PD starting in 1997, either. Proper, recorded samples were first used in GT2, and they were low-fi at best. Like CoolColJ said, GT5's architecture is supposedly scratch-built - I would challenge you to do better, but it's obviously not your area of expertise, and we don't know how many people are / have been involved with the sound development at PD. Plus, it's likely (in my opinion) the sounds in GT5were actually developed for GT
SP, which uses a completely different sound engine and approach to sound in general. If this is true, the selected sounds used in GT5
would have been tweaked a touch to work / balance in the new engine, but they're still PS2-era loops - some of which I know quite well.
I said it's a post comparing an Amuse S2000 GT1 to a S2000 that's sound never changes even when tuned just like the Elise, so no point in Zero mentioning it both cars being tuned.And if you think that S2000 in the Forza 3 video sounds stock, then I don't see why we should take your opinion on car sounds seriously at all. Unless I've misunderstood?
I'll "get a grip" when PD stop managing to muck up car engines.
After this many years of work, the only thing about the game's sound worth mentioning is the complexity of it, rather than the accuracy of it is my point.
There's honestly no reason why both the complexity & accuracy should not be both acquired by now. I would even let it go if it were just some of the previous GT cars that were off, but even the new ones like the LP560-4 have been done wrong.
I said it's a post comparing an Amuse S2000 GT1 to a S2000 that's sound never changes even when tuned just like the Elise, so no point in Zero mentioning it both cars being tuned.
I know it should not take this long. Too many other games have managed so better accuracy.Well, to be fair, all you've seen are pre-production demos and one mostly-legacy release. Like I said, you go away and do better and maybe I'll take your point on board. The truth is, you have no idea how long it should take.
Sorry, but no. What I said was truth. The only thing worth bragging about regarding GT's sound is its complexity. The accuracy however, is off & should be much better by the game's "5th" title.Regarding accuracy and complexity, you'll note that no racing game has this. So your point, being levelled at PD like it was, was actually folly. Honestly, this is precisely the kind of frustration that resonates through the gaming culture (and not just gamers - developers also complain of the stunted progress in the field of game audio.)
Subtle way of excusing the game's poor engine sounds.And you could spout some crap along the lines of it not being about absolute accuracy, about some "capturing the essence" (is there only one essence?) of the sound -type rubbish. If that's the case, I'm sure the same could be said of any game. Hey, it's an artist's impression at the end of the day, and who are we to question the artists' vision; to say it's not art?
In the sound department, barely. The average gamer will hardly give the doppler effect & wind noise any thought over the actual car. Hard to appreciate those things when all I hear is a Dodge Charger making the sound of a I4.Do you not think PD deserve bonus points for actually trying?
I know it should not take this long. Too many other games have managed so better accuracy.
Sorry, but no. What I said was truth. The only thing worth bragging about regarding GT's sound is its complexity. The accuracy however, is off & should be much better by the game's "5th" title.
There is absolutely zero reason why PD can not produce an accurate sound of an American V8 or V10.
Subtle way of excusing the game's poor engine sounds.
In the sound department, barely. The average gamer will hardly give the doppler effect & wind noise any thought over the actual car. Hard to appreciate those things when all I hear is a Dodge Charger making the sound of a I4.
I never said other games were more accurate, but in fact, most are. The problem is you don't think any game is accurate so PD gets a pass for their terrible sounds b/c you say so.What you said was conjecture and nothing more. The accuracy in any game is "off" - it's just that "kids" like the inaccuracies in most games, because that's what they've grown up with, particularly Need For Speed, tFnF etc.
The only thing PD do is capture the what the car generally sounds like. They completely botch the Vipers & the Corvette on how they should sound WOT just like the Gallardo & newer Ferraris.Maybe they don't like you? Yeah I'm pretty sure that's it. Oh wait, they have produced an accurate sounding V10, the one in the Viper GTS (and the SRT-10, to a marginally lesser extent) and a cross-plane V8 in the 'Vette Z06 and Ford GT - the F40's flat plane's not too bad, either, for an "add-on".
It's obvious they aren't if this is what they're producing right now.What Dodge Charger?
I'm glad PD don't focus on "the actual car", since it's this approach in Forza 3, among other games, that kills the immersion for me. If PD get the samples right this time around, the average gamer will be blown away. They might not know why, and it'll still be far from perfect, but hopefully it'll mean the bar has been raised and gamers / devs will demand more from future games. Win-win.
I never said other games were more accurate, but in fact, most are. The problem is you don't think any game is accurate so PD gets a pass for their terrible sounds b/c you say so.
Nobody is going to notice the sound complexity when the cars sound like crap except for obviously you. Then again, you have a highly over opinionated view of yourself when it comes sound.
The only thing PD do is capture the what the car generally sounds like. They completely botch the Vipers & the Corvette on how they should sound WOT just like the Gallardo & newer Ferraris.
If you think these are accurate, you're really in no position to tell me I'm wrong.
It's obvious they aren't if this is what they're producing right now.
Except the RGT runs a modified N/A, 3.6L Flat-6 from a 996 GT3, whilst the Stockholm video is a 930 gen. 911 Turbo.I think polyphony is quite capable of making each and every car sound fairly accurate with whatever synthesized sound engine they use.
For instance, listen to the RGT from GT3:
http://www.youtube.com/watch?v=PCkAgSrwEso&feature=related
compare it to this real life video of a 911
http://www.youtube.com/watch?v=YE3Zjcngj74
No, it's not. It's a 911 Turbo, 930 gen. And while the architecture may be similar, the sound is not. The RGT runs a bored out 3.6L w/ race exhaust & hi-flow cats. Doesn't sound like the GranTurismo car except for the sound of a flat-6.The stockholm car was not a turbo. It was just a pre '89 911 Carrera. The configuration and architecture of the engine is roughly the same.
No, it's not. It's a 911 Turbo, 930 gen. And while the architecture may be similar, the sound is not. The RGT runs a bored out 3.6L w/ race exhaust & hi-flow cats. Doesn't sound like the GranTurismo car except for the sound of a flat-6.
Unless it's got some engine work done, I haven't heard any 930 Carrera sound the Stockholm car unless it was a Turbo, too.I've read that it was a regular Carrera with a 911T decklid.
No, it's not. It's a 911 Turbo, 930 gen. And while the architecture may be similar, the sound is not. The RGT runs a bored out 3.6L w/ race exhaust & hi-flow cats. Doesn't sound like the GranTurismo car except for the sound of a flat-6.