Should Polyphony Team up with Codemasters so GT6 can have great sound?

Shoe67
Exactly. I don't know how large their budget is, but they should have plenty to hire some more people

Considering how much better GT sells than Forza, their budget should be larger than Turn 10's.
 
They shouldnt touch anything on gt.

I dont see why pd cant hire better sound people they certainly dont need another developer.

There are many areas Codemasters does better than PD. There are things in Gran Turismo that could be improved a lot by codemasters.
 
Rushton1996
There are many areas Codemasters does better than PD. There are things in Gran Turismo that could be improved a lot by codemasters.

pd are not codemasters no matter how much you seem to want them to be its like saying the makers of saints row should use rockstar on their games they make the same genre.

Leave the developers to work on their own games.
 
Gt has never had very good sound samples andi don't see that changing anytime soon unfortunately.

I agree ALL GT's had crap sound so yes i would like them to team up because just that right there would make the car 100% more enjoyable BUT like Hennessy said i don't see this happening anytime soon
 
Kaz has his priorities. If he wanted better sounds, we would have better sounds. Simple as that.
I agree to an extent. With one of his latest interviews, people took him saying that the sounds are too perfect as him saying the sounds don't need adjusting. That is NOT at ALL what HE was SAYYYYYYYYYING!


"Critics often complain about the car engine sounds in GT5, claiming they sound sterile or artificial. What is your opinion on these engine sounds in GT5, and will these critics’ concerns be addressed in future games?

My perspective is that the sounds in Gran Turismo are just too real. With the recording method we use, we use a dyno and put the load on, and the sound we produce is just too accurate. I think it would be a good thing to sort of design the sound a little bit, and so that is something I would like to challenge ourselves with in the future."



Tell me, where does he say it doesn't need any tweaking/adjusting? People who have thought that should hate themselves. Stop being the way you are. NO, that doesn't mean don't be yourself.
 
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-🤬🤬🤬🤬🤬🤬 rooster choker

Sorry Mods. Double post again.

Gt has never had very good sound samples andi don't see that changing anytime soon unfortunately.
because PD is better than that. If you don't believe that, just look at how great the GT community. It might not make sense to you, but that's ok. :)

It's fine.


Check your grammar, too, hennessey86. It's annoying looking at "i" instead of "I". I'm pretty sure you're better with that on forzaplanet.net.
 
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-🤬🤬🤬🤬🤬🤬 rooster choker

Sorry Mods. Double post again.


because PD is better than that. If you don't believe that, just look at how great the GT community. It might not make sense to you, but that's ok. :)

It's fine.


Check your grammar, too, hennessey86. It's annoying looking at "i" instead of "I". I'm pretty sure you're better with that on forzaplanet.net.

Typing on an iPad is a nightmare :D
 
I agree to an extent. With one of his latest interviews, people took him saying that the sounds are too perfect as him saying the sounds don't need adjusting. That is NOT at ALL what HE was SAYYYYYYYYYING!


"Critics often complain about the car engine sounds in GT5, claiming they sound sterile or artificial. What is your opinion on these engine sounds in GT5, and will these critics’ concerns be addressed in future games?

My perspective is that the sounds in Gran Turismo are just too real. With the recording method we use, we use a dyno and put the load on, and the sound we produce is just too accurate. I think it would be a good thing to sort of design the sound a little bit, and so that is something I would like to challenge ourselves with in the future."



Tell me, where does he say it doesn't need any tweaking/adjusting? People who have thought that should hate themselves. Stop being the way you are. NO, that doesn't mean don't be yourself.

You really need to chill out and stop getting stressy everytime someone says something about your best friend Kaz.
 
Tell me, where does he say it doesn't need any tweaking/adjusting? People who have thought that should hate themselves. Stop being the way you are. NO, that doesn't mean don't be yourself.

The problem is that he's saying it needs tweaking not because the player is right, but because he did such an amazing job. He could have said that they needed tweaking and left it at that, but he had to throw in a line that absolved him from any wrongdoing. It's the same thing as calling current gen models "Premium" when anyone else would consider them standard.

The only thing accurate about the sounds is the staging and even then it's poorly implemented.
 
The problem is that he's saying it needs tweaking not because the player is right, but because he did such an amazing job. He could have said that they needed tweaking and left it at that, but he had to throw in a line that absolved him from any wrongdoing. It's the same thing as calling current gen models "Premium" when anyone else would consider them standard.

The only thing accurate about the sounds is the staging and even then it's poorly implemented.

No; remember the comment about the circuit graphics, and lighting and so forth, about how that was all "too perfect", too? This appears to be in the same vein. Although I disagree that the sound has got to a point that such a comparison can be made. In actual fact, I think it's the influence of music recording again. You often hear of recorded instruments sounding "flat", or "dry", and then that is described as being "too perfect" and yet somehow "lifeless".

Clearly this is a mistaken viewpoint, the reason it sounds weird is because ears don't work like microphones and you never listen to instruments with your ear right next to it. The fix isn't to throw an artist at it, it's to understand exactly what is physically missing and take steps to add it back in, with equal weighting on physical (i.e. physics) and artistic guidance.

What do you mean by staging? And why is it poorly implemented?
 
I mean they took things a little too literal. For example, from the player's viewpoint, in a left-hand drive car the steering wheel is in the center and the engine would be slightly to the right. However, PD took that too literally and the sound from the engine comes out of the right speaker only, creating a massive disconnect. They have corrected this somewhat throughout their multiple updates, but it's still bad in other areas.

Switch to a 3rd-person view and look at a car from the front and the car is nearly silent, simply because the exhaust is in the back. The sooner they realize that the many sounds of a car are omnidirectional, the better.

I completely agree with your approach on filling in the gaps. I just wish they could do it while owning up to at least a small level of fault.
 
I mean they took things a little too literal. For example, from the player's viewpoint, in a left-hand drive car the steering wheel is in the center and the engine would be slightly to the right. However, PD took that too literally and the sound from the engine comes out of the right speaker only, creating a massive disconnect. They have corrected this somewhat throughout their multiple updates, but it's still bad in other areas.

Switch to a 3rd-person view and look at a car from the front and the car is nearly silent, simply because the exhaust is in the back. The sooner they realize that the many sounds of a car are omnidirectional, the better.

I completely agree with your approach on filling in the gaps. I just wish they could do it while owning up to at least a small level of fault.

Sounds from a car are not omnidirectional - this is one of the harder things to get right, and no game comes close. The problem with the front of the car is that there's no intake sound, so on-power all you hear is the same engine note as when off-power, and with a racing exhaust, it is much quieter. I maintain that this lack of intake sound is the biggest fault with GT5's sound, second being the silly attribution of samples.

The reason they made the mix so "literal" ("polar", I said at the time) is because people were complaining that the stereo mix was too flat. It seems they found the middle ground in the end.

What could do with a tweak is the reverb volume, it should get louder relative to the car's un-'verbed sound the further it goes away (this means that the car sound becomes more "omni"-directional, but it's still a complex affair), although obviously the car's volume overall should decrease. The technical term, assuming it's how the mixing is being done, is to have the reverb wet/dry mix become "wetter" with more distance - the mix stays the same at the moment, set for when the reverb is heard loudest (when the car is closest, and hence when the mix should be "driest"). That won't change the interior sound very much, though, unless we're going to abandon realism.

Kaz has admitted a fault, he just lacks the proper language to convey it in the same way you want to hear it. In other words, you don't understand the problem the way he does - it is his game, after all.
He probably already has a "fix" in mind, much as he did with the circuit graphics (see Fuji in GT5 vs. Fuji in GT5:P, for example) and the lighting (weather and Day / Night cycles).
 
only really really great sound in GT5 is in the intro. Its the sound of Mercedes-Benz SLS. The rooarrr is just astonishing. Sounds like that (i know that Demios dont have any roar) will be good enough in GT6.
 
Sounds from a car are not omnidirectional - this is one of the harder things to get right, and no game comes close. The problem with the front of the car is that there's no intake sound, so on-power all you hear is the same engine note as when off-power, and with a racing exhaust, it is much quieter. I maintain that this lack of intake sound is the biggest fault with GT5's sound, second being the silly attribution of samples.

The reason they made the mix so "literal" ("polar", I said at the time) is because people were complaining that the stereo mix was too flat. It seems they found the middle ground in the end.

What could do with a tweak is the reverb volume, it should get louder relative to the car's un-'verbed sound the further it goes away (this means that the car sound becomes more "omni"-directional, but it's still a complex affair), although obviously the car's volume overall should decrease. The technical term, assuming it's how the mixing is being done, is to have the reverb wet/dry mix become "wetter" with more distance - the mix stays the same at the moment, set for when the reverb is heard loudest (when the car is closest, and hence when the mix should be "driest"). That won't change the interior sound very much, though, unless we're going to abandon realism.

Kaz has admitted a fault, he just lacks the proper language to convey it in the same way you want to hear it. In other words, you don't understand the problem the way he does - it is his game, after all.
He probably already has a "fix" in mind, much as he did with the circuit graphics (see Fuji in GT5 vs. Fuji in GT5:P, for example) and the lighting (weather and Day / Night cycles).

You should be a sound engineer for Gt6 XD
 
Kaz was talking about engine sounds. It's the exhaust sounds that actually need the work. And he didn't actually say anything about that so I have my fingers firmly crossed that they will be better, much better!
 
If PD and Codemasters did pair up I would want to see the cars currently on Codemasters games included on the next Gran Turismo. Besides that, I think it is best for both parties to be kept well apart.
 
Is surround-sound the default for GT5? I have a TV with simple stereo speakers and it is a bit offputting when there are rivals around and the effect is that the whole sound level seems to drop off.
 
Is surround-sound the default for GT5? I have a TV with simple stereo speakers and it is a bit offputting when there are rivals around and the effect is that the whole sound level seems to drop off.

That's the dynamic range compression. If your TV has some kind of DRC option (there are numerous silly buzzwords that might make identifying it on your hardware difficult) you might be better off setting the dynamic range in the game to "Large Theatre" (no compression) and turning the DRC feature on your telly / speakers on. Failing that, try "Small Theatre" (it defaults to "Living Room", which is maximum compression) and see how you get on.

It's not the ideal way to do it for all hardware - there should be two mix options ("flat" and "realistic", the latter being what's currently in use) as well as the compressor options.

Whilst you're there, check that the game is outputting in stereo, it defaults to surround over an HDMI connection, I think. If it is incorrectly set, you should hear it as missing sounds (i.e. no cars behind, or muted exhaust sound etc.)
 
As always, great responses Griffith500. You are one of the only ones who understand the sound in all of their aspects.
And no, they don't need to hire CM, they need to improve the samples and the little details.
The sound is pretty accurate and real if you use a Home Theatre.
It's not the best way for all of us, but if you have a good HT, you can hear the sounds in all it's glory, while you leave the cars in stock of course.
That being said, that's doesn't mean the sound is the best one out there.
 
They should definately team up with someone to improve the sounds. Maybe a dedicated team of sound designers schooled in the art of psychoacoustics, who could then make the raw samples recorded by PD sound like actual cars. Some quality EQ & colourful compression would work wonders for starters.
 
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