SammyXp
Do you guys honestly think that sound processing respresents anything more than a mere fraction of the system's processing power? If they can bring us the very ample video quality we are seeing, better sound should be a walk in the park.
It takes up a fair amount of power, actually. Not much compared to the graphics and physics and stuff, but it's not paltry. I don't know the specific numbers, but the PS2 is only capable of playing a certain number of sounds at any given time. I think that's part of where the problem comes from in GT.
For each car on the track, you've got engine, transmission, and tires. For the player car, you also have wind. The system also has to hold in memory incidental sounds like off-road, different tire squeals, and collision sounds. Plus the ambient noise of the track, which in GT4 is limited to only one sound, the generic "crowd" sound with that über-annoying air horn. So right off the bat, you have nearly thirty simultaneous sounds going at any point in a race.
In order to get "realistic" engine sounds, that number would have to increase significantly. Right now, each car has only two or three different engine tones stored in memory, for different rev points along the band. In order to fill up the rest of the rev band, they simply pitch the sound up and down, which results in the "fake" sound that we hear so much. Ideally, the cars should have at least a dozen unique engine sounds, so the pitching between them is very minimal, and would yield a more realistic sound. Rather than pitching the sound up and down, it would simply fade from one to the next as you work your way through the rev band. The PS2 cannot do this. Especially not with it pumping out the level of graphics that we see in GT.. the part that makes it perhaps the single best-looking game on the console, and has always been PD's central point in making the games.
Part of the current-gen problem is that the PS2 has only one processor. Technically, I think it has two, but one is used primarily to improve the graphics, the other, main processor is used for everything else. Graphics, physics, sound, control, everything. That's a lot for a single processor, especially one as weak as the PS2's.
The hope is that the PS3 will alleviate this by it's multi-processor design. PD can dump all of the sound calculations onto a single SPE in the Cell. A whole processor that does nothing but process sound. And the system has plenty of memory to store as many unique sounds as PD wants to dump in there.
Whether they'll actually
use it is another story altogether. So far, we haven't seen anything to suggest they will. Then again, we haven't seen anything of GT5 yet. I wouldn't go talking about the "ample video quality" we've seen, because we haven't seen anything at all except GT4 running in high-definition. Whoopty-doo. The PS2 version can do that, just not quite as well as what they were showing at E3.
Right now, it's a waiting game. And it'll probably be some time before we see anything of the
real GT5. And even then, we won't know for sure until we actually play it, since their publicity videos, and even demo software, sounds very different from the final game. In reality, we won't know until the game's actually in our hands to play. And that's some time away.