1. I highly agree on that.
2. Waiting for the PC Elitists to come and comment
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?
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.