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

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I guessed correctly..it was lack of staff afterall. I'm so glad Part 3 came out so that the "community" can see not Only GT but the whole sounding industry is having trouble recording sounds to accurately match humans taste "perspective".. Al in all sound recording is not "hey lets record that car and then insert it in the game" its a lot of work involved. I'll be waiting long enough for that sound improvement.
 
- Finally the "answered" box on this thread is justified.
- I appreciate that Kaz wrote up some excuses at least, instead of avoiding the question or being vague again.
- That being said, if you don't have the manpower HIRE THEM, and there's no excuse in saying it's difficult to do nowadays as any other developer can do it properly apart from PD (even small ones).
- Seeing they only starting now and still have to hire the necessary folk, the pre GT6 "these are just placeholders" quote was indeed salestalk as he knew very well neither the effort nor the manpower was in place to update it for GT6...
 
ABSOLUTE RUBBISH!

Slightly Mad Studios has managed to do this (listen to video) on a fraction of the budget that Polyphony Digital has. It has nothing to do with money or staff, it has to do with bad sound design pure & simple. PD also focus too much attention on the engine sound, & not enough on all the other sounds cars make in general.



100% pure Project CARS...in-game sounds!

 
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See - it's not Kaz's fault. They simply couldn't find ANY sound engineers in 10 years. They also can't hire anyone else because "reasons" apparently. But NOW they can! Because again "reasons".

The staff is too small...but we're hiring!

Well why didn't you hired anyone EARLIER ????

"Reasons"

Also "Dynapack is heavy so...meh 🤬 it - we'll do it later" :eek:

If I wouldn't knew it's about GT I'd thought it's some kickstarter project. :ouch:
 
1. I highly agree on that.

2. Waiting for the PC Elitists to come and comment :D I wished more of PD's practices are mentioned. We're pretty much dying to know what they have planned and not just the "We'll have to see" mentality.

Yeah, PD should have revealed something by now. Either they're beating around the bush and have nothing as usual, except for well-marketed hype or they're on to something, but don't want to jinx it or something!

The sound of rally cars should be updated too!

Updated? Everything needs to be redone my friend, from the crash sounds and tire wear/screech effects to shifting sounds and engine/exhaust notes.

Just remembered that wind noise also needs to add to the equation. I feel it needs to be more pronounced.

I guess one good way of doing this would be attaching a bunch of mics to a Tesla going at full swing or going to a wind tunnel, setting up some mics in the tunnel and recording wind at various speeds.

Great suggestion, I agree wholeheartedly. Wind and road noise. And it should change according to speed, weight, aerodynamic prowess of the car, as well as drafting. Furthermore, it's about time we got proper road noise in the game, again based on speed, type of tires and tarmac surface.

Part 3 is out. In short, PD response is GT sound will be improve over time but not their priority as their reasoning is lack of staff.

Anyone satisfied with their response and consider this question as being answered?

Not quite. It isn't about staff. You don't need 40 to 50 people just to get the sounds right. Even a team of 5 to 10 learned and experienced programmers can pull this off, provided they have the right skill set and budget. Not their priority they say.. well that sounds disappointing to say the least. I lost interest in the "better physics and graphics only with a retardedly high car count is good" mantra a LONG time ago. So no thanks.

just saying that i have noticed a few cars that have (more) accurate sound than i expected. for example, the 288GTO actually sounds like a mid 80's Ferrari! cant think of any others in particular, and they are all still missing sound 'layers', but they sound OK! and they didn't sound like this on release.

I'm sorry I hate to break this to you and I'm not bashing your opinions or the game at all - NONE of the cars sound right in GT. The shifting sounds are 16 bit console-era, and the engines just sound too basic and dull going up and down the rev ranges. A PS3 is still considered a nice piece of hardware, unfortunately let's just say GT5 or 6 are not exactly your top choices for showing off the console's audio prowess!

Hence why I said it needs to be more pronounced It would be nice to hear more wind and tire noise in the cabin, even with the chase cam. I'd prefer the wind to be a bit more dramatic like it kinda was in GT3 and GT4. If I'm gonna go 200km/h I want it to also sound like I'm going at that speed.

Oh yeah, they did it well in GT3 and 4.

In all seriousness, most road cars have decent sounds-but pretty much all of the race cars are off. The majority of road cars will only need a small amount of editing, while the race cars need to be recorded again. More sounds like the 97T would be greatly appreciated.

Some sounds are merely mock ups of their real life counterparts. It's just so sad and face palm worthy when you think about it.. how can a game get it so wrong...a game that has great visuals, good physics and replays you want to watch over and over again.

It's like you're about to pay up a million dollars for your dream car, and somebody nabs that cash from you and runs away! So you got a good look at the car, you were about to get it too, but as luck would have it... you're not riding home in a Lambo, but a smelly cab. Reminds me of Fresh Prince of Bel Air.. don't ask me why!

I guessed correctly..it was lack of staff afterall. I'm so glad Part 3 came out so that the "community" can see not Only GT but the whole sounding industry is having trouble recording sounds to accurately match humans taste "perspective".. Al in all sound recording is not "hey lets record that car and then insert it in the game" its a lot of work involved. I'll be waiting long enough for that sound improvement.

What baffles me is why they seem to get such nice visuals and physics.. but say having good sound is too cumbersome or marred with issues. OTHER devs are doing it. PD is not focused in that department, I dn't know what else to make of it. Devs in others game genres, have gotten gun sounds right in shooters for example, what makes it SO hard for PD to get car sounds right in a CAR game?

VBR
ABSOLUTE RUBBISH!

Slightly Mad Studios has managed to do this (listen to video) on a fraction of the budget that Polyphony Digital has. It has nothing to do with money or staff, it has to do with bad sound design pure & simple. PD also focus too much attention on the engine sound, & not enough on all the other sounds cars make in general.



100% pure Project CARS...in-game sounds!



Agreed and AGREED. These devs are going about it in a smart way. FM beat PD to the punch way back in the FM2 days. The sound environment has too many cracks in GT, it's an awkward mix that never really comes together nicely like a well-executed orchestra...so many devs have set benchmarks and examples. Come on PD... you can do it, but please change your vision. That's where it all starts.

As for the part 3 article, it looks and sounds like an elaborate excuse list to me. Devs with a vision always find a workaround. Gosh, devs with much smaller budgets have engineered really good sound in driving games.

If all else fails, PD can always go knocking on Codemasters', SMS' or T10's doors, maybe have the sound part outsourced or something.
 
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VBR
Slightly Mad Studios has managed to do this (listen to video) on a fraction of the budget that Polyphony Digital has.
Yes, and they have a fraction of the cars too. Just a thought.

I would add to this discussion another game which people have gushed over, GRID Autosport. I watched a lot of videos on GA before making a purchasing decision, and since the favorability of the game was pretty high, and hey, fifty bucks, I went for it. I did have some reservations on the game from observing some pretty reckless behavior from the bots, but thought surely difficulty levels would fix that. Also, the sounds seemed... okay, but between the fact that the game was in pre-production and the vids sometimes don't reveal all the character, plus I'm just not that bothered about car sounds, it didn't really matter.

However, getting the game and giving the cars a good listen on my audiophile stereo, they were just okay, kind of like something from rFactor or some other early PC sim racer. So the gushing at GT Planet over how TOTALLY AWESOME the cars sounded made me groan. Especially when one of them had a pronounced intake or turbo "whoosh," quite Hooverish.

Eventually I couldn't take how the bots became increasingly savage as you advanced, and I dropped it, going back to GT6. While I lamented how thin and empty the field was in comparison to GA, I sure liked how much more polite they were! And the cars sounded okay, from street machines like the Golf GTI to the Lotus Esprit, and race cars like the Lister Storm which I hadn't given a shot yet. Johnnypenso accused me of selecting the good sounding cars, but not being a hardcore car sound addict, I don't care enough to recall which cars sound good and which bad. I know that some cars do sound crappy. I think the Alfa Romeo 155 Touring Car has an annoying tinny buzzy sound... some of them do anyway. Some street cars sound cringeworthy. But, when there are quite a few cars that all you can say is they lack grunt at high RPMs, that's not bad. And to bounce off of the Raceroom video above, RR is the one game which truly impresses me in the sound department. Other than P CARS, RR makes every other game sound lackluster to me.

I know that the goal is to get cars to sound like they're roaring in your livingroom, but it's hard to take this place seriously anymore when any given category in Gran Turismo is just bad to worse. Oh, and don't dare have a favorable opinion of Gran Turismo around here, or you're some kind of blue-eyed F-word.
 
VBR
ABSOLUTE RUBBISH!

Slightly Mad Studios has managed to do this (listen to video) on a fraction of the budget that Polyphony Digital has. It has nothing to do with money or staff, it has to do with bad sound design pure & simple. PD also focus too much attention on the engine sound, & not enough on all the other sounds cars make in general.



100% pure Project CARS...in-game sounds!


Kaz's answer falls apart when you pull out the PCars or RaceRoom examples. Working on relatively tiny budgets they somehow seem to do a bang up job. I think the task is overwhelming him, he's trying to solve the entire problem with some magical solution instead of just doing the grunt work like others do.
 
^^ Exactly. Corner cutting ain't gonna cut it!

Go back to the drawing board he must. *Yoda*

I think maybe he should take a break from pro racing and really make Gran Turismo "the real driving sim" instead of a car/vacuum cleaner collecting game.

Bottomline: Sounds are not going to be fixed for at least 2 more games...

This could be a possibility. Judging from Kaz's response, he's looking for a quick fix or "boost job". It isn't that simple, and he knows it.

I hope PD doesn't let down their most loyal fans let again. If they do..well.. tough luck. There's always Forza, DC, PCARS and AC.
 
Kaz's answer falls apart when you pull out the PCars or RaceRoom examples. Working on relatively tiny budgets they somehow seem to do a bang up job. I think the task is overwhelming him, he's trying to solve the entire problem with some magical solution instead of just doing the grunt work like others do.
Hell, even RFactor can do it properly. I still play it for the sound, AI count, and boatload of (downloadable) cars.

F1 1991 are my favorite. It has pornographic sound to date.
 
So this new article just confirms to me that there will be no 'massive' sound update come GT7. The fact that Kaz acknowledges that he lacks manpower tells me they have a long way to go. My expectations weren't of an update anyway, but it's still disappointing to hear.
 
Well that's it I guess, I'm done with the whole sound fiasco and my hype is killed. I guess I'll go back to playing GT casually, considering I'm playing on a couch and with a DS3, I've fallen asleep many times in GT partly due to the ambient dyson noises being put through me.
 
Well that's it I guess, I'm done with the whole sound fiasco and my hype is killed. I guess I'll go back to playing GT casually, considering I'm playing on a couch and with a DS3, I've fallen asleep many times in GT partly due to the ambient dyson noises being put through me.
Causing you to crash and being woken up by the sound of two empty freezers hitting eachother: "TONG" :lol:
 
I think maybe he should take a break from pro racing and really make Gran Turismo "the real driving sim" instead of a car/vacuum cleaner collecting game.
I think maybe people are forgetting a couple of things.
  • I don't see anywhere in his resume that Kaz is a sound engineer, modeler or digital artist.
  • I have yet to hear any car in any Gran Turismo game that sounds like a vacuum cleaner, pencil sharpener, weed eater, mad gerbil, or whatever the latest net meme is.
I would add to that, too many people act like Polyphony isn't doing squat, and it's taken geniuses here at GT Planet and other net locations to say, "Hey, maybe they should be working on sound and hiring more people! Just a thought." Well, jeepers, they are on both counts. Irrelevant, I suppose, when the goal is to shame PD into making an ear bleedingly realistic game...

Kaz's answer falls apart when you pull out the PCars or RaceRoom examples. Working on relatively tiny budgets they somehow seem to do a bang up job. I think the task is overwhelming him, he's trying to solve the entire problem with some magical solution instead of just doing the grunt work like others do.
I would repeat: gee, they seem to be doing some grunt work, and gee, they seem to be going through another round of hiring. And gee, critics here act like neither are happening. Imagine that at GT Planet. ;)

This is why people make posts saying that Polyphony just can't win. People complain that there's no communication with PD. So, they make a blog where the Boss Himself begins responding to issues from the board. People still complain.

People complain that all the cars sound like vacuum cleaners. Kaz spends three posts detailing the work they're doing to address the issue. People still complain. Even though many cars sound decent and some have had dramatic improvements, go figure.

Johnny, you insist that you're in the business world. Well, if you decided to listen to a customer's complaints, and you did work to improve a product, and that customer was never happy no matter what you accomplished, even to lying about what you'd done, would you listen to that customer anymore? I wouldn't.

I'm sure this makes me a PD apologist in your eyes. I see it as reason and balance, which I also see as quite lacking with a number of members around here.
 
Well that's it I guess, I'm done with the whole sound fiasco and my hype is killed. I guess I'll go back to playing GT casually, considering I'm playing on a couch and with a DS3, I've fallen asleep many times in GT partly due to the ambient dyson noises being put through me.

This is quite true for me as well, with the exception of me being on a wheel instead.
 
I guessed correctly..it was lack of staff afterall. I'm so glad Part 3 came out so that the "community" can see not Only GT but the whole sounding industry is having trouble recording sounds to accurately match humans taste "perspective".. Al in all sound recording is not "hey lets record that car and then insert it in the game" its a lot of work involved. I'll be waiting long enough for that sound improvement.
Lack of staff is no valid excuse for "making promises you can't/don't keep", whether it's the sound or other missing features. If they had never made the promises, there'd be NO issue. They lied. Period.

To be fair on the sounds, they never said they'd fix them as I'm sure people will point out, they merely said "maybe". lol. But on the missing product they indeed (so far) have lied. "Lack of staff" is NOT an excuse as it's even MORE of a reason to not make promises you've no intention of keeping (otherwise known as lies). If they never made those promises, they might have had a chance of the franchise surviving, but I suspect GT7's sales will be even lower than GT6 because even die-hard Gran Turismo fans like myself are walking away.
 
oh snap, this is really cool! It's pretty cool to see the guys at PD coming out of their shell and even asking for help. See haters, Kaz does care.
 
oh snap, this is really cool! It's pretty cool to see the guys at PD coming out of their shell and even asking for help. See haters, Kaz does care.

The issue is, he disclosed it only now? I think it's a little too late for damage control for some people so it would've probably been better to have said it outright, rather than giving the runaround for years!
 
I think maybe people are forgetting a couple of things.
  • I don't see anywhere in his resume that Kaz is a sound engineer, modeler or digital artist.


It's called "Head Hunting", other companies do it & for good reason. It's not as if PD don't have the money to hunt down & employ the best sound designers in the world, remember that GT5 cost in excess of $60,000,000! SMS have achieved far more with far less. The problem is that Kaz likes to keep thing in-house, & have a family atmosphere. That's all very well & good for them, & it's probably quite nice to work there with all the resulting cosy feelings. However, it doesn't make much business sense in the modern world to create a game that way, & doesn't always translate into producing the best from each department.
 
ummm wasn't the first paragraph all about the "new way?"

No.
The Dynapack represents a new way of recording sounds.
Kaz has previously referred to a new way of generating sounds, which I assumed to mean synthesis.
He also suggested it was a completely new method, which the Dynapack is not (he mentions having already used it ).
 
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