Sound Update (PD is now hiring! + Email!)Answered 

  • Thread starter FoRiZon
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Yes, but boiled down, your response is essentially, "I'm right, you're wrong, end of discussion." Which is pretty much the same as NO.

Now given that the minority is roughly one fifth, and the hue and cry among gamers and journalists doesn't seem to be as adamant - and take into account peer pressure, and don't deny it doesn't com into play here - there's a similar question I posed previously.

Suppose 80% of the GT fanbase doesn't want much more than the same old Gran Turismo. No Race Mod, no Livery Editor, no Course Maker, no Event Maker, no online Club and League Builder tools, no GT Pro Mode with league racing, none of that. This would leave roughly two million gamers sorely disappointed that Gran Turismo is stuck in a rut.

Is ignoring a market of two million purchasers a good idea?
 
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Is ignoring a market of two million purchasers a good idea?
I don't know. Is it a good idea to ignore the tens of millions of potential purchasers looking for a next gen game with next gen assets? People paying $400+ because they want to hear and see a proper driving/racing simulation, not stuff copied and pasted from a decade ago? What about those people?

And let's face facts. You're going to buy the game regardless of how good or bad it is, and so are most, if not all the diehard fans. Yeah you'll be missing the quirky old 83' Miata your granny used to drive, but you'll get over it because you can't conceive of anything possibly being better than good old GT, regardless of how the game stacks up against the competition. It'll still have the most cars and the most tracks and that's all most of you guys really care about.
 
I don't know. Is it a good idea to ignore the tens of millions of potential purchasers looking for a next gen game with next gen assets? People paying $400+ because they want to hear and see a proper driving/racing simulation, not stuff copied and pasted from a decade ago? What about those people?

And let's face facts. You're going to buy the game regardless of how good or bad it is, and so are most, if not all the diehard fans. Yeah you'll be missing the quirky old 83' Miata your granny used to drive, but you'll get over it because you can't conceive of anything possibly being better than good old GT, regardless of how the game stacks up against the competition. It'll still have the most cars and the most tracks and that's all most of you guys really care about.
Kind of like so many here only care about sounds? Of course, that one may be true... ;)

And no one expects PD to create a Standard Only Prologue, so I do believe that those next gen assets really will be there. I'm amazed though how adamant so many of you are against even the option to install Standard cars to their very own PS4s. Sounds a bit hardline to me. But anyway, I really need to bow out of this and the sound threads before you sound guys start to say that I think GT6's sounds are paaarfect and you're all a bunch of whiney neeners. I think we've pretty much glued our feet to the floor in respect to our positions by now.
 
I don't understand much of how updates work on ps3, I mean, about the limitations regarding hardware and stuff.
So I was wondering if it's even possible to implement significative changes on the sounds via update :confused:
 
I don't understand much of how updates work on ps3, I mean, about the limitations regarding hardware and stuff.
So I was wondering if it's even possible to implement significative changes on the sounds via update :confused:

Not really, I mean the game is already struggeling to stay around 60fps.
With higher quality sounds it would only get worse right?
 
I think that the sound of Need for speed Shift 2 sounds pretty good, that's why i loved to play this game

 
Not really, I mean the game is already struggeling to stay around 60fps.
With higher quality sounds it would only get worse right?

Not really, it's the way the sounds are recorded and produced in the game that is the problem not quality level as such.

More realistic sounds needn't be a larger burden to the system at all...
 
Not really, it's the way the sounds are recorded and produced in the game that is the problem not quality level as such.

More realistic sounds needn't be a larger burden to the system at all...
The only way the sounds can be improved without impacting their processing and memory overhead is to improve the selection / allocation accuracy - i.e. the "V8s sounding like V6s" issue. Those cars that are already "accurate", as far as the limitations of the sampling scheme are concerned, won't be improved at all.

There is no evidence to suggest that their current (not past) recording technique is lacking in any way.
 
Would reducing the amount of max cars on track to 12 be a viable solution to liberate more RAM for sound compartment ?
 
But the sounds are pretty realistic, from the engine, it just has to be...
LOUDER and a bit more aggressive.
 
But the sounds are pretty realistic, from the engine, it just has to be...
LOUDER and a bit more aggressive.

What does that even mean? Just turn it up, surely?
As for "aggressive", what is it that the sounds are supposed to attack?


A "good" producer would jump on these vague and, frankly, useless descriptions, and perhaps deliver something more palatable to some people (at the expense of others' tastes), but that doesn't mean we'll get actual improvements overall.
 
What does that even mean? Just turn it up, surely?
As for "aggressive", what is it that the sounds are supposed to attack?


A "good" producer would jump on these vague and, frankly, useless descriptions, and perhaps deliver something more palatable to some people (at the expense of others' tastes), but that doesn't mean we'll get actual improvements overall.

Oh well i'm not a producer, i'm just a simple costumer.
And i'm not english.

Oh guys, just leave it, you all know what i mean.
Don't provoque me.
 
I'm honestly not sure what you mean. It's not an uncommon occurrence to say that one of the main reasons the GT engine sounds are poor because they are too quiet (or, more specifically, quieter than those in *Need for Speed game here* or *Forza game here*); so it is kind of hard to tell if you mean that they should just make everything raspy and loud to make it sound better, or if you mean that they should adjust how the camera views affect the engine volume (when GT5 got its big sound update, this was something people were angling for), or what.
 
Ah, but how do you make sounds "sound loud", other than simply turning them up?

As for over-compressing the sound, what effect does that have on the listener? The "loudness wars" in music have not achieved what they are supposed to achieve for producers of music (the "loudest" songs don't actually get the most money), and have only resulted in poorer quality music (production) for everyone else.

So you have to get your requests right, in order that you get the result you actually want. You can be damned sure that, in most "creative" cases, someone without an iota of technical competence is going to make the cashflow decision, and we'll likely get our equivalent of the "loudness wars" in games if we don't word things correctly.


As it happens, what I typically understand people to mean by "loud and aggressive" would be fulfilled by my own particular "requests" for the game: add intake sound, improve the flexibility / expressivity of the sounds (on / off / partial throttle, boost etc.), improve the dynamic mixing before level limiting and so on.

Intake sounds are generally pretty raw and "aggressive"; growly, granular, guttural etc.
Adding extra flexibility and expression to the way the sounds are played back will improve the dynamism of the final result, which is exciting.
The dynamic mixing will preserve the balance of the various sounds better on low quality listening hardware and / or in noisy listening environments, without sacrificing the dynamic fidelity of more "audiophile-grade" situations. It reduces listener fatigue at both extremes, also.
 
Ah, but how do you make sounds "sound loud", other than simply turning them up?

As for over-compressing the sound, what effect does that have on the listener? The "loudness wars" in music have not achieved what they are supposed to achieve for producers of music (the "loudest" songs don't actually get the most money), and have only resulted in poorer quality music (production) for everyone else.

So you have to get your requests right, in order that you get the result you actually want. You can be damned sure that, in most "creative" cases, someone without an iota of technical competence is going to make the cashflow decision, and we'll likely get our equivalent of the "loudness wars" in games if we don't word things correctly.


As it happens, what I typically understand people to mean by "loud and aggressive" would be fulfilled by my own particular "requests" for the game: add intake sound, improve the flexibility / expressivity of the sounds (on / off / partial throttle, boost etc.), improve the dynamic mixing before level limiting and so on.

Intake sounds are generally pretty raw and "aggressive"; growly, granular, guttural etc.
Adding extra flexibility and expression to the way the sounds are played back will improve the dynamism of the final result, which is exciting.
The dynamic mixing will preserve the balance of the various sounds better on low quality listening hardware and / or in noisy listening environments, without sacrificing the dynamic fidelity of more "audiophile-grade" situations. It reduces listener fatigue at both extremes, also.


I actually meant the stock exhaust sounds, are pretty close to the real car's sound, but if you put an FC transmission in it, you only hear the transmission.
And overall, in my opinion, the stock exhaust sounds are not loud enough compared to "surroundings"
Also different Blow off valves sounds would be good,and when getting off the throttle, i miss that bubbling sound that cars make.
That bubbling, popping etc sound. (Not on all cars.)

Sorry if i have my self not good explained.
 
I actually meant the stock exhaust sounds, are pretty close to the real car's sound, but if you put an FC transmission in it, you only hear the transmission.
And overall, in my opinion, the stock exhaust sounds are not loud enough compared to "surroundings"
Also different Blow off valves sounds would be good,and when getting off the throttle, i miss that bubbling sound that cars make.
That bubbling, popping etc sound. (Not on all cars.)

Sorry if i have my self not good explained.
No, I just misinterpreted what you were trying to say! My fault, sorry. :)

The exhaust sound volume is tied to the upgrade parts; unfortunately, the sound changes as well - that's why I think we should be able to select the desired sound for each upgrade, so you get both the (relative) volume and the actual sound you want. Outside of that, it's a mixing issue, and so is dependent on the "listening configuration".

Incidental effects would be nice. The Senna / Red Bull cars demonstrate the way it should be done, though. They don't expressly have any "popping" sounds, but sudden changes in control inputs can result in a believable response in the generated sound. That bodes well for adding, say, exhaust overrun effects using that same inherent expressiveness. That approach can extend to other things, including boost control.
 
I dont know nothing about sound mix,producing or programing but for my simple mind i see Gt sounds like a very low quality sound setup just so the hardware plays them smooth and be able to listen to all 16 cars at the same time with the same volume as your vehicle,as for the fix the new sound generator for the car samples we heard on the redbulls is the way to go it seems to work perfect with full grid.
 
No, I just misinterpreted what you were trying to say! My fault, sorry. :)

The exhaust sound volume is tied to the upgrade parts; unfortunately, the sound changes as well - that's why I think we should be able to select the desired sound for each upgrade, so you get both the (relative) volume and the actual sound you want. Outside of that, it's a mixing issue, and so is dependent on the "listening configuration".

Incidental effects would be nice. The Senna / Red Bull cars demonstrate the way it should be done, though. They don't expressly have any "popping" sounds, but sudden changes in control inputs can result in a believable response in the generated sound. That bodes well for adding, say, exhaust overrun effects using that same inherent expressiveness. That approach can extend to other things, including boost control.

The thing which really annoys me is that the cars completely change their sound, when changing the exhaust.
In real, i don't think that the change of the sound is that much different!
 
Don't worry, this time Kaz is recording car sounds with professional portable studio:

b0LKsDu.jpg
 
Don't worry, this time Kaz is recording car sounds with professional portable studio:

b0LKsDu.jpg
That's Turn10; their 787B is revered for its accuracy, I seem to recall.

That ruddy great fan is probably louder than the vacuum cleaner...

All of which probably indicates that recording is only part of the equation.
 
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