Sound Improvements for GT5?

  • Thread starter SaintLuke
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Since i dont actually own even a ps3 yet i know what i say doesnt hold much, however... From what i've seen in videos theres a few real annoying sounds that hopefully can be fixed and will add to the realism of the games.

The megaphone tyres. Seriously. I understand you need to have over-emphisised tyre sounds in a game to give better feel of the car since you miss out on all motion feedback from the car. Tyres squeal sure, but once they loose a certain amount of traction it stops. Even if they just did this it would make it a lot better and more enjoyable to watch replays of people drifting (thats all ive got right now) and without some child like sound squealing in my ears.

The other is the wind noise. This is the same in GT4. I think in car its pretty good, if not really good on standard cars. But on modified cars it seems to overpower the engine noise. The real problem is the external wind sound. The sound of the wind doesnt travel as far as the sound of the exhaust. So when the car is further away you should hear the wind over the exhausts, even more so on the race or modified cars.

I feel anyway if they fixed them it would sound much more realistic. Throw proper turbo sounds, seperate induction and exhaust sounds and we're set :sly:
 
I think we all need a proper audio setup.

The sounds have been improved. Gt5p, which serves as the benchmark at the moment, is not the final game. Maybe PD will improve the sounds even more.



:)
 
All you can hear on prologue is engine noise. Well mainly anyway, i've played so many racing games now and i have to admit the exhaust noise on this game is terrible, it's like when they were recording the car's they just stuck the mic next to the engine!

I don't know if they have done this but it would be a good idea to sit in a ferrari @ 180 mph and record that sound, and compare it with the cockpit sound on the game, i think you would find the sound isn't accurate at all.

On the exterior view you wouldn't hear much engine noise but you would however, hear lots of exhaust noise which they haven't accurately replicated at all, in my opinion.
 
As I've said the MINI Cooper S doesn't sound real at all. There is no supercharge whine or the popping from the exhaust when you let off the throttle like there is in real life. I can't really comment on the other cars because I only have four right now with the MINI being the only one I have driven in real life before.
 
I think they recorded the sound in a proper manner but, one thing that will change the way the noises sound are the type of microphones they used( different microphones have different audio ranges etc) . Its a delicate process from "Recording" to " implementation".
They sounds are in no way perfect but, thats to be expected to some degree.
 
There is an answer to all of this: Record the cars under LOAD F*&)& already! They need a dyno. I am no msfanboy but the car audio in Forza 2 is INCREDIBLE ( I played it on a Dolby 5.1) Pushing the Gallardo for the First time gave me chills
 
There is an answer to all of this: Record the cars under LOAD F*&)& already! They need a dyno.


Totally agree with you. I can't understand how, with so many resources at their disposal PD don't use the 'best' method of capturing samples for engine sounds.
 
Yesterdy I played Blimey!'s free M3 Challenge on pc. Even though the specifications of this pc are too weak to play M3 Challenge properly, I can only conclude by compare the M3 sound in this free sim with GT5p's sound of the M3, that GT5p sounds are terrible.





:)
 
Yesterdy I played Blimey!'s free M3 Challenge on pc. Even though the specifications of this pc are too weak to play M3 Challenge properly, I can only conclude by compare the M3 sound in this free sim with GT5p's sound of the M3, that GT5p sounds are terrible.

I'm watching M3 challenge movies on youtube now and apart from the better under load higher rpm sound, it's just ridiculous. No way it has GT5p sound complexity and harmony, it sounds very generic, like simple games from 90's. So I'm on the other side here.
 
guys I do music, record and sample sounds, and it's extremely hard to recreate a chaotic analog sound source such as an engine/exhaust - it's hard enough trying to sample a controlled sound source such as an analog synth!!!

recording is just a static snapshot of the sound source.

You have to remeber GT's engine has to create the various throttle positions and simulate doppler effects for the replays and drivebys etc
Harder then you think to get it right, and doing it right requires a ton of memory and processing power which no console can provide.

Until they figure out a way to copy what we do in the music world with playing samples off the HD in realtime, but then the recording is gonna be a nightmare :)
 
Yeh that's the real dissapointment with any game... None of the cars sound real :(. I'm hoping that they will get it sorted out soon because it doesn't feel as good without realistic sounds.

GT4 was also really bad engine note-wise and a lot of the cars noticably had the same engine noise even though they had a different engine in them. I think the Zonda especialy disapointed me in that game; I was really looking forward to hearing the noise of a Zonda. What a sound lol.
 
well give the PS2 a break it has a mere 16meg total memory.....
PS2? :confused: Maybe it's a typo.

I play GT5p on a 7.1 sound system from Creative and the sound effects are great. Now they need to improve the quality of the sound.
 
Obviously, GT5p's noise reproduction is a big step in the right direction compared to previous GT's, but there is still lot's of room for improvement. The F430 sounds really good, I think, but the 599 is a bit disappointing. I've heard one from the outside and the exhaust note is very prominent, I would've thought it was only slightly less-so from the interior. I happen to own an Impreza and the GT5p noise is nothing like it. Especially from the interior view. Let's hope they make some revisions for the full game.
 
Yes but compared to the real thing game sound is far behind. I am sure they thought about how to get all those hundreds of sounds and how to implement them well. Even with a full 7.1 surround sound on my gaming setup it still sounds pretty generic, but seeing how this is a prologue is not the final product so much space to improve upon so many things in this game id say wait and see. I am sure they took a look at other games to see how they could improve things.

lets wait and see......
 
Why do you all complain about the engine sound ?

On large parts of the track you don't even hear it (at least in GT4), due to air horns and whistling people.

btw : are these annoying sounds still present in GT5 prologue ?
 
you will never be able to replicate reality - duh

microphones are a poor imitation of the human ear, the frequency responce and dynamic range sucks

even 24bit 96khtz audio files sucks compared to real life :)
 
I think we all need a proper audio setup.

The sounds have been improved. Gt5p, which serves as the benchmark at the moment, is not the final game. Maybe PD will improve the sounds even more.



:)

i agree with that. The sound has improved alot. I think it comes down to what your sound is coming out of. A subwoofer is a must for this typ of games. Theres no way a stero setup can pull of deep tones.
 
I think the main problem with the sounds is they are too clean if you know what i mean; not enough rumble and bubbling.

listen to cars on the road, as most cars in GT5:P are road cars, I do not hear any rumbling and bubbling..... :yuck:

85db drive by noise restrictions :sly:
 
I think the big problem with PDs sounds are that they record the engines at idle and increase that note according to engine revs.
I'm kinda guessing here but if thats the case then the sound will never be solid and right.
They need to be recorded under LOAD i.e full throttle and at various levels of throttle position.
 
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