Sound design improvement in Forza 6?

  • Thread starter Krakenous
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Yeah, that was one of the things that was really missed after FM4. It's something NFS: 2015 is also claiming to be doing.
 
Who's arguing over graphics? GT has had superior visuals, and don't be surprised if it surpasses Forza visually this generation too.
You were. Here is your quote.
can't wait to see Caviezel showcasing his work in GT7, which by the way, practically has Forza beat in visuals.
That's an argument about visuals. Generally you are all over the place with your replies but this one needed to be addressed.

When you say "GT has always had superior graphics". That depends on specific details. You really don't want me to pull standards into this argument because it is an argument you will instantly lose. Especially if we start talking about standard interior. Also before you say "well those are just standards we wont count those." Well those standards make up 75%-80% of GT5 and GT6. GT standards launched with no interiors at all. A black outline that was supposed to resemble a dash. Both games have better graphics in different features of the game. You make it sound like GT "has always had superior visuals". That is very false in many ways. This is also my very last discussion about this in the F6 audio thread.

I am planning on experimenting with different upgrades to see what they effect with the audio. I know in F4 and F5 if you removed the interior, added the highest cam, and best muffler it would greatly improve the cockpit engine audio.
 
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You were. Here is your quote.

That's an argument about visuals. Generally you are all over the place with your replies but this one needed to be addressed.

When you say "GT has always had superior graphics". That depends on specific details. You really don't want me to pull standards into this argument because it is an argument you will instantly lose. Especially if we start talking about standard interior. Also before you say "well those are just standards we wont count those." Well those standards make up 75%-80% of GT5 and GT6. GT standards launched with no interiors at all. A black outline that was supposed to resemble a dash. Both games have better graphics in different features of the game. You make it sound like GT "has always had superior visuals". That is very false in many ways. This is also my very last discussion about this in the F6 audio thread.

I am planning on experimenting with different upgrades to see what they effect with the audio. I know in F4 and F5 if you removed the interior, added the highest camp, and best muffler it would greatly improve the cockpit engine audio.

Aite, cool man.

Peace.

Did FM2 have considerable sound changes for upgrades? Been an aaaaaaaaaaage since I played it I can't even remember lol.

EDIT

Just found this:

Wow...never knew it was THAT different between upgrades, that's quite something, awesome!


It was insane! There were even clear and audible difference between sound character when going from stock to sport and then race muffler. Cams had a more pronounced effect as well. If you remember, there was even tranny flex effects as you'd go over bumps or messed around with the gear ratios - i.e. a short shift between 4th and 5th and a tall ratio in 6th gear.. even that was audible as the tranny tried to keep up.

This is probably the only thing that irks me a bit about T10 games - they ditch the really good stuff from previous games.
 
Anyone else driving manual with clutch, notice the clutch is almost always making a grinding sound when shifting if the car is stock? Unless, you buy the most expensive clutch or flywheel? Or shift fairly slow. Been like this since F5. I just find it odd that even brand new super cars still do this.
 
Anyone else driving manual with clutch, notice the clutch is almost always making a grinding sound when shifting if the car is stock? Unless, you buy the most expensive clutch or flywheel? Or shift fairly slow. Been like this since F5. I just find it odd that even brand new super cars still do this.

Curious if using manual clutch is faster with pad for doing TT?
Does it give a rpm boost like PGR 3 used to?
 
Curious if using manual clutch is faster with pad for doing TT?
Does it give a rpm boost like PGR 3 used to?
Manual with clutch has pretty much always been faster than manual from my experience. I am only an average racer. I just prefer the challenge of using manual with clutch, interior view, and no assists.
 
True that.

I suppose FM6 is similar to FM5 in terms of hits and misses when it comes to engine audio accuracy. Though hits outweigh misses by a reasonable margin for sure.
I agree.

Oh also I ran a couple experiments last night with cockpit view to test engine audio.

Used the Cuda and listened to the engine audio stock. Sounded great like always.

Then I applied a cam and headers. Sound improved a little and obviously it revved higher.

Then I removed the entire interior and the engine audio was even louder. So it seems that has indeed carried over from the previous versions in a good way. So if you are in cockpit view and want the best / loudest engine audio, add largest cam, headers, and remove entire interior.

On a side note, the hood cam view was incredibly loud. By far the loudest view. Which makes perfect sense because you are basically sitting on the engine. haha
 
I agree.

Oh also I ran a couple experiments last night with cockpit view to test engine audio.

Used the Cuda and listened to the engine audio stock. Sounded great like always.

Then I applied a cam and headers. Sound improved a little and obviously it revved higher.

Then I removed the entire interior and the audio was even louder. So it seems that has indeed carried over from the previous versions in a good way. So if you are in cockpit view and want the best / loudest engine audio, add largest cam, headers, and remove entire interior.

On a side note, the hood cam view was incredibly loud. Which makes perfect sense because you are basically sitting on the engine. haha

Yeah, they've clearly made strides in the right direction, however, volume sliders would really top things off nicely.

I also noticed how the sound mixing is more detailed going up and down the rev ranges - cars sound delightfully good when you're parked and revving just to enjoy the notes.

Great job overall but I'm not quite enjoying the "hit a heavy bag" crash sound effects.

Unrelated but relevant: occasional (VERY occasional) in-race stutters are back from FM5 (only noticed them on Bathurst and Brandshatch wet so far)! Also, a bit surprising to see objects/textures popping into view on some tracks - quite noticeable in replays.

I think around FM7 or 8 is where they will really nail it and put every other realistic console racer to shame. Overall, FM6 does plenty to satisfy the appetite.. in fact, just the other day I was thinking of wiping off FM5 as it'll probably just sit there and not get much attention. :D
 
Yeah, they've clearly made strides in the right direction, however, volume sliders would really top things off nicely.

I also noticed how the sound mixing is more detailed going up and down the rev ranges - cars sound delightfully good when you're parked and revving just to enjoy the notes.

Great job overall but I'm not quite enjoying the "hit a heavy bag" crash sound effects.

Unrelated but relevant: occasional (VERY occasional) in-race stutters are back from FM5 (only noticed them on Bathurst and Brandshatch wet so far)! Also, a bit surprising to see objects/textures popping into view on some tracks - quite noticeable in replays.

I think around FM7 or 8 is where they will really nail it and put every other realistic console racer to shame. Overall, FM6 does plenty to satisfy the appetite.. in fact, just the other day I was thinking of wiping off FM5 as it'll probably just sit there and not get much attention. :D
Yes audio sliders are one of my top requests for F7.

Yes I also noticed that too about the audio tone improvement at different rev ranges. Especially in the LFA.

I am just beyond overwhelmed with how much there is to do in this game. Mind blown.

Also, I already deleted F5. Never cared for that game and would like to forget it existed. Just a beta IMO.
 
Yes audio sliders are one of my top requests for F7.

Yes I also noticed that too about the audio tone improvement at different rev ranges. Especially in the LFA.

I am just beyond overwhelmed with how much there is to do in this game. Mind blown.

Also, I already deleted F5. Never cared for that game and would like to forget it existed. Just a beta IMO.

Right, Forza 6 is everything 5 should have been. I've gotta tell you the new particle effects are a treat and the lighting's very realistic this time around - the tracks and cars look b-e-a-u-tiful. I'm hooked, in fact.. been losing quite a bit of sleep lately.
 
Audio sliders can and should be added to this game, we have no reason or excuse to wait for an entire other game. It was a stupid decision to not include it and really really bugs me, hoping the pressure on the forums will come good.
 
Audio sliders can and should be added to this game, we have no reason or excuse to wait for an entire other game. It was a stupid decision to not include it and really really bugs me, hoping the pressure on the forums will come good.

We can try and collectively raise our voices, though I doubt any action will be taken - Forza has never made major upgrades in the past.
 
It's strange because to me, adding sliders for audio is something i could code with my limited knowledge in a hour or 2 at most, you'd think a studio with 100's of devs would crank it out in like 30 mins and put it in for next patch easy, hardly major...all we can do is see what's in the first main patch, whenever that comes, surely before the first car pack in a couple of weeks.
 
It's strange because to me, adding sliders for audio is something i could code with my limited knowledge in a hour or 2 at most, you'd think a studio with 100's of devs would crank it out in like 30 mins and put it in for next patch easy, hardly major...all we can do is see what's in the first main patch, whenever that comes, surely before the first car pack in a couple of weeks.

It's a design choice for console games more than anything, to have premade settings to suit everyone. I have no clue about Forza's code, but got some deeper insights into GT5 and 6 over the past years and it's appalling how many options are hidden. Think of GT5's secret menu, fundamental things like field of view adjustment are there and work just fine when you use them, yet you're not granted legitimate access. Even simple choices like which units you prefer to use (GT4 options) were replaced by an automatic system that sets the official units for your system language, and you're forced to accept them. I imagine it's a similar story with Forza. It seems like developers think the console audience of their game consists only of stupid players.

At least pCars carries over many options from PC to consoles, but I doubt it'll set a new trend.
 
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It's a design choice for console games more than anything, to have premade settings to suit everyone. I have no clue about Forza's code, but got some deeper insights into GT5 and 6 over the past years and it's appalling how many options are hidden. Think of GT5's secret menu, fundamental things like field of view adjustment are there and work just fine when you use them, yet you're not granted legitimate access. Even simple choices like which units you prefer to use (GT4 options) were replaced by an automatic system that sets the official units for your system language, and you're forced to accept them. I imagine it's a similar story with Forza. It seems like developers think the console audience of their game consists only of stupid players.

At least pCars carries over many options from PC to consoles, but I doubt it'll set a new trend.

Yeah, devs like T10 are very stubborn when it comes to following trends. Those guys are original, and always doing their own thing, though it really helps to borrow ideas from here and there every now and then.

Speaking of options, I was trying to somehow uncover options to switch your headlights on/off during day time races.. gosh, how I wish it were there. Gorgeous cars with flip-open headlights like some of the Ferraris, Lambos, RX-7 etc. look stunning with their eyeballs open... yet for some reason, the game automatically keeps the lights off on these cars during daytime races, while all others cars' lights are on.

Wonder who dreams up such nonsense. :lol:
 
VXR
Unless the driver was intending to drive around with dipped beams in broad daylight, why would they be open?

Headlights for ALL cars are open during daytime races, so why the decision to keep cars with flip-open headlights closed? They could at least keep their parking lights open or something. Anyway, didn't like the odd disbalance between every single car having their headlights open during the day and the flip-open ones remain closed.
 
Headlights for ALL cars are open during daytime races, so why the decision to keep cars with flip-open headlights closed? They could at least keep their parking lights open or something. Anyway, didn't like the odd disbalance between every single car having their headlights open during the day and the flip-open ones remain closed.
Of course they're open. They aren't pop up headlights.

:odd:
 
VXR
The fixed headlight cars are often only sidelights or DRLs perhaps?

Nahh... they are not sidelights or LEDs; they light up like headlights would at night. When the cars are coming at you from a distance, you can tell the headlights are on, as opposed to sidelights, parking lights or LEDs.

It's a wierd design choice IMO. The flip-open headlight cars look absolutely stunning with their "eyelids" open: F50, ol-school NSX, RX-7, Z06/ZR1 (previous versions). Why keep them closed during day races, while ALL other cars have their's on? Hmm.. maybe to keep the frames locked in at 60/30 during race and replays?
 
I agree.

Oh also I ran a couple experiments last night with cockpit view to test engine audio.

Used the Cuda and listened to the engine audio stock. Sounded great like always.

Then I applied a cam and headers. Sound improved a little and obviously it revved higher.

Then I removed the entire interior and the engine audio was even louder. So it seems that has indeed carried over from the previous versions in a good way. So if you are in cockpit view and want the best / loudest engine audio, add largest cam, headers, and remove entire interior.

On a side note, the hood cam view was incredibly loud. By far the loudest view. Which makes perfect sense because you are basically sitting on the engine. haha


Good tips and will try some of the mentioned cars.
I quite liked the Ferrari 512 TR. Noticed bonet cam had more detail in higher revs too.
Have not spent so much time searching for great sounding cars (yet) but appreciate peoples suggestions.

If a patch for audio is a while in coming and the "Absent - Audio Sliders" never appear?

Going to hook up one of these later to monitor the general audio frequencies and try to apply some tweaks to boost engine noises for a bit more growl. :)

Not heard much comments on Tactile/Buttkicker usage which I used these in the past for...

vCLM0KZ.png
 
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Good tips and will try some of the mentioned cars.
I quite liked the Ferrari 512 TR. Noticed bonet cam had more detail in higher revs too.
Have not spent so much time searching for great sounding cars (yet) but appreciate peoples suggestions.

If a patch for audio is a while in coming and the "Absent - Audio Sliders" never appear?

Going to hook up one of these later to monitor the general audio frequencies and try to apply some tweaks to boost engine noises for a bit more growl. :)

Not heard much comments on Tactile/Buttkicker

vCLM0KZ.png

That's whack! :D

Gu'luck. *salutes*
 
FIAT 8V Supersonic:

Awesome 1,000,000 CR spent on an awesome sound, dat exhaust note tho...shifting down as well mmmmm it's so nice...just needs be louder grr!! They captured the real note really well, aside from the obvious shortcomings it doesn't quite have the audible tranny whine the car has but overall, same from FH2 it sounds excellent, such a throaty croaky V8 sound which is wonderful to hear as it's actually clearer sounding in FM6.

Another example of a big hit, that can only be made better with sliders focused on engine notes!
 
FIAT 8V Supersonic:

Awesome 1,000,000 CR spent on an awesome sound, dat exhaust note tho...shifting down as well mmmmm it's so nice...just needs be louder grr!! They captured the real note really well, aside from the obvious shortcomings it doesn't quite have the audible tranny whine the car has but overall, same from FH2 it sounds excellent, such a throaty croaky V8 sound which is wonderful to hear as it's actually clearer sounding in FM6.

Another example of a big hit, that can only be made better with sliders focused on engine notes!

Earlier tonight, drove the 787B for the first time in a Forza game. Oh...Lord! That ear-piercing sound... and the handling.. out of this world! Kicked the pants off AI on Rio full at Pro difficulty.
 
Drove another car last night that sounded very good on the inside view. The Nissan Skyline GTR.

The Skylines sound beautiful - serves up justice to the real thing. Not enjoying the Jag sounds at all. Only Jag that sounds good is the XJ220. Even the SLS AMG is as boring as it was in FM5. Remember the SLS from FM4? Fierce and menacing growl.. just like it is IRL.
 
The Skylines sound beautiful - serves up justice to the real thing. Not enjoying the Jag sounds at all. Only Jag that sounds good is the XJ220. Even the SLS AMG is as boring as it was in FM5. Remember the SLS from FM4? Fierce and menacing growl.. just like it is IRL.
Funny you mention the Jag. I picked that first last night for the S 750 race I am doing. It sounded so weak so I switched to the Skyline. MUCH better. :) I actually heard it drive by my Jag while I was in the pit stop menu and thought whoa! I am getting that!
 
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