- 24
- Warwickshire/UK
Regarding the audio staff at PD, I'll just link to a previous post.![]()
Having been through the interview process, all be it 18 months ago, I don't believe that's the case now.
Regarding the audio staff at PD, I'll just link to a previous post.![]()
I know this is going a little off-topic but you guys are maestros when it comes to replicating REAL car audio in a game. I just wanted to go on record again and announce that out aloud!
It is a real privilege to see a Codies audio engineer share insights on the forum. Between you and me, even if PD were to "borrow" some guys from Codies and T10 combined, they might not get it right, because to them it is just not as important as graphics and gameplay..
I don't suppose they told you what they expected one person to achieve?Having been through the interview process, all be it 18 months ago, I don't believe that's the case now.
I don't suppose they told you what they expected one person to achieve?
Sounds more like a focus group! Terrifying.No, I think they were only interested in getting other peoples' ideas. It was a very strange process but probably something to keep to myself![]()
Lookie here:100 cars... and pretty much 1 person doing the work? I've always said this is a job for a team of people. People have commented on the great overall sound in DiRT Rally. Well, that's not one person and it's a heck of a lot less than 100 cars. We're starting to hear some really nice improvements now, but you can't expect miracles in such a short time frame. This is a failing of PD's management and their lack of understanding of audio development, not the people doing the job.
Without criticism this game would never improve and just praising it would never make the game grow from where it currently is.
Lookie here:
http://www.racedepartment.com/downloads/fonsecker-sound-pack-part-1.7226/
http://www.racedepartment.com/downloads/fonsecker-sound-pack-part-2.10230/
One dude creating sound mods for almost 30 cars in his spare time. Imagine if they payed him to do a full time job? The Forza guy is a welcome addition to finally sort things out, but you don't believe he's all by himself no? I bet he has his say over the PD employees that went scouting for hoovers before also![]()
True, but depending on the available budget anything is possible especially if Sony is sponsoring you. Process wise it's amazing what one guy can come up with just by altering files no? Bet most people wouldn't even notice the difference between his work and what was recorded on the spot professionally.I don't think that's a fair comparison, at least regarding what I was saying regarding DiRT since our process starts with sourcing a vehicle, recording it on track, spending a LOT of time getting that source recording in to something that's useable to turn into a game asset. Quite a longer process compared to using other people's videos as the source for the asset.
Indeed, since '98 that hasn't been much of a priority to PD, hence the mountain they need to climb now to get it on an acceptable level for today's standards.Anything is possible with the budget, but you need the mindset from the management as well to let it happen.
That's not the original GT2 sound. It's close though.
Not disputing the point you're making though. The sounds are dull and flat compared to how they had been.
Some Fonsecker Sound Mod examples:
Skip to 2:15 for high speed passes.
Some Fonsecker Sound Mod examples:
Skip to 2:15 for high speed passes.
Hello again GTPlanet, this is the first time I'm posting on here since the release of GT5. I feel like I should put in my 2 cents concerning the audio.
I'm really disappointed in the direction PD is going in with the way the cars sound in GTS (and other aspects of the game as well). According to KZ “So the system is completely new. But the sound material is not completely changed to the new material. So I think when you listen to some of the cars now, there are some cars that sound really good, and some cars that don’t.”
Where have we heard this before? This is the same song and dance again with Kaz, he's said this same exact thing time and time again in the past. That the sounds in GT 5 and 6 were just placeholder and that they wouldn't be in the final game. Lo and behold they were in the final release of both games, so then he said it would updated and patched, which didn't really happen. The sounds for certain cars were improved slightly but that's about it, all this to me feels like déjà vu all over again.
There can only be so many times you can listen to what he says and take his word for it, back then I believed him and trusted him. I was being optimistic then, but I won't fall for it anymore I'm just being realistic now.
So if I were to take his word for it now, that this new system isn't fully implemented that the cars that sound "good" like the Ferrari, that's how its going to sound when the game comes out meaning that car got the new sound system treatment. But at the same time the few cars that don't sound good right now, those are the cars that are going to get "updated" and sound on par with the Ferrari? To me, that's what it sounds like he is saying.
If that's the case, then oh boy. I don't even like the way the Ferrari sounds, yes its an improvement over past GT games but that's not saying much. The car sounds and behaves exactly like it did in past GT games minus the vacuum sounds but with added bass to the revs. There is still so many elements missing in the audio of this car and the rest of them. The biggest one to me is the feeling of the car, it doesn't feel like its actually racing. I don't see many people bring that up.
In GTS and for that matter all previous GT games, the cars never felt like they were actually racing. The engine notes always felt liner and static, it didn't feel like you had your foot pressed all the way down on the gas pedal. The cars don't feel like they're being pushed to their limits, as if there is no weight behind the movement of what the cars are doing. You don't hear the engine struggle going uphill or anything, it just feels lifeless. Look at Dirt Rally for example, those cars sound on point and you can tell a lot of time and effort went into the sound design of the cars 👍. That's also not including all the other sound effects that's missing that many of you have already pointed out, so I wont be saying those things as you guys already got that covered.
Sorry that I made this such a long post and sorry if you take this as me as bashing the game. All I want is for this franchise to improve and be great again. Without criticism this game would never improve and just praising it would never make the game grow from where it currently is.
Some Fonsecker Sound Mod examples:
Skip to 2:15 for high speed passes.
Not bad, but still not enough for me. The reference to aim for me is this :
You can get pretty close. Close your eyes see if you can tell which is which.Ohhh, dem pipes!
In the post-2000 era, you'd think we would have the tech and skills to 100% reproduce real car sounds in a game or sim. But no... too much to ask apparently.![]()
You can get pretty close. Close your eyes see if you can tell which is which.
Game Stock Car. It's now in Automobilista by the same studio, Reiza.Wow... I honestly could not tell which was which! What game was this from?
Here's a sample of the recently released boxer cup in AMS:Game Stock Car. It's now in Automobilista by the same studio, Reiza.
Here's a sample of the recently released boxer cup in AMS:
Or have the Formula V10 for more sound orgasms:
This game embodies the opposite of what PD is doing, tiny budget but they have a physics/FFB guru (Niels Heusinkveld), Sounds are absolutely excellent, realistic race settings, day/night transitions you name it it's in there. Only the eye candy is not up to par with what the big studios can manage but you don't notice at all just because of the experience it offers. Runs on low grade PC's too.
Anyhow enough talking, i think i'll go boot it up![]()
It does sound good; more proof that a high resolution control scheme is of high importance.
Sometimes it takes an isolated, determined individual to make the necessary changes. In this case, I suspect it was motivated by the gear wobble - SMS tweaked their gear wobbles to fit in their control scheme, which is backwards.
Sadly, in practice, the gear wobbles are annoying as hell through their fixed repetitiveness. The (single) mass spring model, lauded though it be, is not enough - it needs to be a network, like iRacing. They could at least make the realisation that the equivalent stiffness and equivalent mass are different in every gear, if they are going to ignore secondary oscillations...
I wonder if the wobble affects the physics? I can hear it's triggered at different times, at least, although it still sounds the same.
Yeah i would agree that Automobilista can, at this point in time, offer more amusement
then GT Sport since the sounds are more real.
But also, you can notice that the sound is repetitive. No matter if you are going
down or uphill the engine pitch is the same.
This is what AES system can do in GT Sport, only thing is they need nicely modeled sounds.