- 8,721
That's OK, then.Reasonably communicative? Overdone you say?
Hmm, I find them far better than GT's and they get the job done for sure. You know when you're on the edge.
Anyhooo.... *whistles*
I know when I'm on the edge in GT6. :shrugs:
That's OK, then.Reasonably communicative? Overdone you say?
Hmm, I find them far better than GT's and they get the job done for sure. You know when you're on the edge.
Anyhooo.... *whistles*
And GAS? Now those are top notch without a doubt!
It's those small details and the integration of sound, visual and tactile feel through the wheel that makes racing in Grid Autosport more immersive to me than GT6 in spite of it's lower graphic quality and less than sim physics. You see, hear and feel the shift from first to second and you have to be conscious of when and where you do it because it affects the balance and attitude of the cars, some more than others. Small details make a big difference when it comes to immersion.I agree with this, they sound really good in GAS. Even that tire chirp you get when you shift from 1st to 2nd in some cars is quite an achievement. I'd like them to be a bit more versatile though but they're still good..
It's those small details and the integration of sound, visual and tactile feel through the wheel that makes racing in Grid Autosport more immersive to me than GT6 in spite of it's lower graphic quality and less than sim physics. You see, here and feel the shift from first to second and you have to be conscious of when and where you do it because it affects the balance and attitude of the cars, some more than others. Small details make a big difference when it comes to immersion.
That's because it's all scripted, like canned animations vs. procedural animations; next-to-none of it is exclusively physics-driven. They did the same thing with the most recent NFS game.It's those small details and the integration of sound, visual and tactile feel through the wheel that makes racing in Grid Autosport more immersive to me than GT6 in spite of it's lower graphic quality and less than sim physics. You see, here and feel the shift from first to second and you have to be conscious of when and where you do it because it affects the balance and attitude of the cars, some more than others. Small details make a big difference when it comes to immersion.
Seeing as how the game is more and more geared to the very casual player, I don't think that very casual player would really care if the some of the effects were canned or procedural, so long as it led to a more enjoyable and immersive experience.That's because it's all scripted, like canned animations vs. procedural animations; next-to-none of it is exclusively physics-driven. They did the same thing with the most recent NFS game.
Yes, you potentially get a great cohesion between all the aesthetic effects, but it's not actually possible for a game where the physics are meant to be first and foremost, unless all the aesthetic effects are physics driven. As such, a game like iRacing is the standard bearer for the approach games like GT should be taking, not GRID.
The reason is that, for the kind of game that GT is supposed to be, the player's inputs, not the artists' handiwork, should define the experience. There's a lot of work to be done on that front, and it shouldn't be avoided just because it's "difficult".
Seeing as how the game is more and more geared to the very casual player, I don't think that very casual player would really care if the some of the effects were canned or procedural, so long as it led to a more enjoyable and immersive experience.
No, there are different kinds of experience. A driving sim is built on immediate feedback, and it's the subtlety and expression of that feedback (never mind the supposed realism) that makes or breaks such games.Seeing as how the game is more and more geared to the very casual player, I don't think that very casual player would really care if the some of the effects were canned or procedural, so long as it led to a more enjoyable and immersive experience.
I find GT lacking in feel, most of the time it feels very dead through my G27. Many of the little subtleties you feel in other games from full on sims to simcade games are lacking in GT. Drive over sausage curbs in many cars at speed and you feel nothing as if it's not even there. In GridAS you drive over a cobblestone street and you feel a small but noticable vibration in the wheel, as if you're driving over cobblestones. You drive over a curb and you know you've driven over a curb. You brake too hard and lockup the front end and you know it because they wheel goes light.No, there are different kinds of experience. A driving sim is built on immediate feedback, and it's the subtlety and expression of that feedback (never mind the supposed realism) that makes or breaks such games.
I've described this before, the aspect of "feel" that PD seem to focus on. Such hands-on interaction does not really suffer from the plebeian effect; anyone can appreciate it, even if they can't explain why.
Also, procedural is the opposite of canned. Check it out, in the general sense; but the specific example I used is the best analogy for sound: procedural animation.
There are other sources of feedback than just whatever peripheral you choose, otherwise the game would be unplayable on a pad. My G25 seems more disconnected in GT6 than it did in GT5, though, but I think that's the result of a higher latency, mostly. It's useful to remember that GT appears to use a clever hack for its physics simulation, still, so the FFB is more likely to be an interpretation of the chassis dynamics rendered as steering force, rather than steering force extracted from the physics directly.I find GT lacking in feel, most of the time it feels very dead through my G27. Many of the little subtleties you feel in other games from full on sims to simcade games are lacking in GT. Drive over sausage curbs in many cars at speed and you feel nothing as if it's not even there. In GridAS you drive over a cobblestone street and you feel a small but noticable vibration in the wheel, as if you're driving over cobblestones. You drive over a curb and you know you've driven over a curb. You brake too hard and lockup the front end and you know it because they wheel goes light.
You say that GT is focusing on "feel" but I say they aren't doing a very good job of it, at least in my experience. Most of the time I know what is happening with the car not from subtle feedback or sound cues (other than tires) but simply from knowing what the car is supposed to be doing and from what I see on the screen and hear in the tires.
Others may have a different experience, I take it T500 users get some pretty good feedback from the wheel.
can anyone tell me if there is the question of the type:
Improve volocidade simulation with greater reality
ie, the faster volocidade more sense?
GT6 200 km seems so slow
do you agree?
I still don't really understand the part 3 of the sounds answer on the blog.
If I'm not mistaken, Kaz said that they are on the mid of the process to improve the sounds, but, at the same time, he says they are hiring anyone with some knowledge because they have no idea of how to do it themselves.
Perfection has nothing to do with promising content that does not exist. If they had shipped GT6 as it was without the lies about what was in it, they'd have been fine as it IS a good game as is. If they ever did decide to make the non-existent (so-far) content and added it, they'd have been heros for adding new stuff.My issue with PD sometimes is that they try to be too perfect sometimes. Like I felt in GT5 that they bit off more than they could chew, that's when things went a bit shaky.
I agree with this, they sound really good in GAS. Even that tire chirp you get when you shift from 1st to 2nd in some cars is quite an achievement. I'd like them to be a bit more versatile though but they're still good..
Onto another topic,
The Skyline GTR R33 in GT6 sounds above average but man, I want it to sound extremely close to the real deal
Trust me, this sounds better in real life and I even got a taste of driving it.... into a garage and revving it
Turbo noises, spooling and the unique sound of an RB. The sample right now is alright but it could be better.
That GTR is running an after market exhaust though so it will sound different.
Mein gott! I just noticed I haven't purchased that car yet...I wouldn't know what the original sounds like to compare but it's one of the most fun and unforgiving to drive in the GT series.Has anyone noticed that the Ruf Yellowbird sounds pretty close to the original?
Has anyone noticed that the Ruf Yellowbird sounds pretty close to the original?