Sound Improvements for GT5?

  • Thread starter SaintLuke
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yeah man 👍, a love the sound of the mines skyline gt-r in replys :drool:, also, I was playin gt5p today and I was along side a amuse S2000 turbo before a corner and the sound of it changing down gears omg :bowdown:

Yeah... sometimes I just listen to the Amuse with the clutch in. :D
 
yea i dont get it...

The 599 sounds like god having sex...

and the f430 sounds like....A..Electric car..What went wrong? How could they have gone so wrong....

No...noo nooo nooo noooo

Old post, I know but...


599 in the game is NO WHERE close to the real 599. The real 599 has the BA Italian V12 uber mechanical sound.
 
Sorry guys for this LONG reply but might be good reading to some of you.
Ive been reading some of the last few posts with interest.

Im fortunate to play the game with a decent mid range home cinema system.
My current cockpit is bang in the middle of a 7.1 configuration which includes a 800W Yamaha sub (not the best but packs a punch)

Ive discovered by adding a "Buttkicker BKA 300" earlier this year some things that wernt so aparent without it. Its was easy to notice the differences with the audio, as now you feel the bass directly from the transducer of the Buttkicker.

So its possible to determing with the strength of the feeling when the bass is highest levels of impact. Each of the cars regards their low end LFE effects are quite different. Id agree with some reports made earlier that a good sub will enchance this game sonically and well a transducer device like the "Buttkicker" range takes that even further in enchancing particulary the car feeling.

Because the Buttkicker works from the LFE channel its very notiable after much messing around which settings for me seemed the best. The result for me is that the "living room" setting on my system produces the strongest low end effects. Im not sure if PD have done their sound setup correctly as youd think setting the other modes would have some form of enchanced dynamics particulary low end which better (Home Cinema Seperates) should be able to handle. It seems thier setting for larger rooms and proper audio amplification is actually less dynamic.

Additionally i can say that yes the new Audi has one of the most active LFE of any of the cars. The most bass produced from the game comes from around the 3000 rpm mark on most cars. If i set my Yamaha AV amp to a high enough volume and the Buttkicker also to a high setting my whole racing cockpit particulary at this 3000-4000rpm range vibrates like crazy. Other low bass comes from some of the kerbs, 130R and the final chicane at Suzuka are an example. Incar cockpit view in the game has a lower bass response as well, with the enclosed acoustics.

Still its fair to say that the audio on GT5P is their best to date but its nowhere near dynamic enough or as such like some PC games in particular from the mod scene have. SHIFT also seems to have more dynamic audio (recent ign videos)

A further note id put across is that the audio in this game isnt lossless/HD Audio like in some PS3 games. The original Resistance on PS3 (one of the first Full HD 7.1 games) had audio that aparently took up approx "20 Gigabytes" As GT5P is identical in download form as it is in Disc then this may be the reason for this, (impossible/unsuitable to download) or it may just be that the full game wont have much different audio at all and unfortunatly not in a 7.1 lossless format.

Lastly regards the tyre squeel. This is much different to past games, its even different to the GT-HD demo that appeared and as far as i can remember used GT4 audio. The reason i feel tyre squeel is so noticable in the game is to highlight to the player to improve their racing times. If your hearing a lot of tyre squeel chances are your loosing time in wheel spin.
It would be of course much better if the games audio allowed volume settings for such things like tyres,engine,exhaust,road noise,wind noise all to be set independently.
 
I've a question that I can't find an apparent answer to, as good as the sound reproduction is in PGR4, Forza and otherwise no game I've played as of late has been able to reproduce the CCX's sound correctly. In PGR4 the rumble and depth particularly associated with the CCX is non-existant - resulting in it sounding more like a twin-supercharge V6 instead of a V8.

In Race Pro it's just....meh.

I haven't played Pro Street or Undercover but that also sounds very "meh."

Anything current game out that does this well enough that you'd know it was a CCX in the very same way hearing a stock Gallardo in Forza 2 revving and you knew it was a Gallardo?

EDIT: I've watched that video a few times now, is that a Cultus? It looks like one, then it doesn't...and so on.
 
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Tyre squeals are almost spot on in my opinion, light whinning when you are close to the limit, mid squeal when you are just at it and mad tyre squeal when you are burning the rubber hard.
 
Bottom line is Polyphony has got work to do
in my opinion they have always suffered a bit when it came to reproducing sound be it the sounds of tortured tyres or the various exhaust notes.
It does take a lot away from the overall experience and is something they should work on.
If the guys who worked on Forza and NFS can get it rite why cant they?
GT 5 is going to be pricey when it hits the shelves but if they get it right i'm prepared to spend that bucks no questions but after 5 releases of GT they have to come up with the goods.
 
I think the carsounds are good. But they miss some power. I have a PHILIPS 1000 Watt 5.1 system. I do like the sound of the Lotus Elise/tuned. The Mercedes sl55 AMG sounds like a real AMG, but it still isn't as powerfull as when watching a race in reallife or when watching topgear.
 
Anyone experiencing sound delay in GT5P when getting contact with the wall I get at least a second or two of delay after contact. Does it have something to do with my settings? I have it hooked up in HDMI and headphones pluged into the TV.

Also coment between the two videos, it seems the original one was really pushing it much faster than the Ford. I wonder who was actually quicker?
 
About the tyre squeal, if anyone complains about it again, they should be force to listen to this 24/7 for a whole week!!! :dopey:

 
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Bottom line is Polyphony has got work to do
in my opinion they have always suffered a bit when it came to reproducing sound be it the sounds of tortured tyres or the various exhaust notes.
It does take a lot away from the overall experience and is something they should work on.
If the guys who worked on Forza and NFS can get it rite why cant they?
GT 5 is going to be pricey when it hits the shelves but if they get it right i'm prepared to spend that bucks no questions but after 5 releases of GT they have to come up with the goods.
I agree regarding the sounds in general, but a lot depends on personal preference too. See, for me, I quite like the muted engine and exhaust notes that they have in the game, but realistic or not, I really *hate* the horrid tyre squeal (sorry CoolColJ ;))

As for being pricey, Amazon have it at £37.91 and $54.99 in the UK and US respectively. That, for something that has been over 6 years in the making, cost over $60m, has upwards of 1,000 cars, 20 different locations, and hundreds of hours of playtime over the course of ownership... Granted, the entry price is what it is, and that's either a lot to you, or it isn't, but there is no denying the value for money, especiallly for fans of the series!
 
I agree regarding the sounds in general, but a lot depends on personal preference too. See, for me, I quite like the muted engine and exhaust notes that they have in the game, but realistic or not, I really *hate* the horrid tyre squeal (sorry CoolColJ ;))

Now I've always wondered - and I'm not arguing that GT4/5P tyre sounds are good but...

I do wonder if part of the GT 'Magic' is the informative tyre sound & monotone engine sound - yes they're relative flat and less realistic, but perhaps it gives the gamer a better perspective since you cant feel the G-Forces or pedal pressure...

Just a thought... Maybe well off mark..

Having said that, I personally love the FM3 sounds.. I'm currently driving a Porsche Cayman S, tuned to A Rating, and the throttle howl is almost spine-tingling... it adds a lot to the overall 'simulator' experience.
 
Just a comment on some Race Mod cars with full custom transmission even the vintage Jag race car at full mod is awful. Do they sound really awful or is it me. It's so overwhelming that I can't hear the engine sound anymore and can't tell when to shift unless I watch the tachometer. :grumpy:
 
Yes, a few cars sound inaccurate and disappointing but overall the sound is a vast improvement. The sound ENGINE is incredible - I'm pretty sure there is even a delay as it travels through the air: I swear I've seen backfires through a very long lens and heard the pop half a second later. The overall volume of race cars is well represented - big V8s, V10s and V12s actually sound about right, which is a first. I LOVE the sounds.
 
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