@Perkel no-one cares, honestly you've set your stall, we get it, you don't like GTS. Move on.
I don't like GTS sound not GTS. We will know if we like GTS when we will have it as released game.
@Perkel no-one cares, honestly you've set your stall, we get it, you don't like GTS. Move on.
Citation required.Kaz himself said in interview that they do not generate sounds anymore.
I do not think there will be any significance changes to the sound anymore either some slight tweaks here and there, this version is pretty much gold by now.I view all this feedback kind of like Olympic judging in subjective sports (ice skating, etc, anywhere 'artistic merit' is judged): I throw out the top 10% and the bottom 10%, and the valuable feedback is in the middle. To say "this sounds just like GT6/Vacuum cleaners/etc" seems patently untrue, and to say that "this is the best sounding racing game currently available" seems like a stretch as well. Also, it ain't even out yet! I'm reserving judgement for when I play the release version for myself.
Very well said. That’s what I’m looking for in my audio, something balanced and representative of what I’d expect to hear either in the car or just outside of it, not like I’m sat with one ear in the engine bay and the other at the exhaust making my bones rattle.For driveby's I will agree GT Sport still has issues, specifically the sound doesn't resonate long enough when a car passes by. For chase cam I think sounds are decent, the biggest complaint seems to be they are a little quiet. In-car however, for me, GT Sport unquestionably has the best sound accuracy and reproduction amongst it's console rivals. They capture the soundstage exceptionally well, while most other sims reproduce what you'd expect to hear at the exhaust, but with added transmission whine.
Something is wrong with the audio in GT Sport, not sure but there is no sound scape. It sounds like you are driving in a vacuum, there is audio when a car is near but once it goes a certain distance all sounds vanish...that's impossible. Where are the ambient sounds and cars sounds reverberating off the environment, past GT's had this to some degree first noticed in Nurburgring, but this GT seems to be absent completely in these replays. It's very weird and makes the game feel flat, I mean the static background with no organic feel to them in the large foliage really breaks the immersion the visuals set up. We need a fix PD, sound scapes are missing, even the tunnel doppler effect isn't even there. Audio from cars overall is far too low, no race car is that quiet even full electric cars(formula E) make a ton of noise.
This video was from when the press was invited to PD's studio, a few months ago, and each group got to try out the most recent build back then, and record and do a write up about it etc
You can hear the cars clearly and the ambience etc. Although the black car later on it the clip also has the quiet bug. Although there is a bit of that no sound thing, until close, but much less than the current demo on preload.
So something is not right
and in this clip, the outside is quiet, but in car it's like there is no sound apart from the whine... at 1:00
this bit - incar for GT3 RS sounds good, you can hear the Corvette infront
Just like in that video, that is how the game is supposed to sound, I thought it was weird when I got the demo and was watching it that something was off. After I got through looking at the visual candy, I was like where are the engine notes from a distance, why is everything so quiet? That first video sounded so awesome, let's hope it's a replay bug and doesn't happen during races else we're going to have some serious problems. I wonder if we can still access the Beta bug report page? They need this brought to their attention, it takes away from the replays immensely.
The beta did not sound like this. It had qualities of that sound, but even after playing the beta as much as I did, seeing this video got me extremely excited for the finished product. I still think this is the best sounding video of GT Sport to date. It’s almost like they went backwards with the sound design in the demo replays we’ve been able to see? There’s definitely something up.I wasn't in the beta, so I don't know. It's also very obvious, so I don't know how that went through.
It's like some sounds are not playing, while others are missing
here is the video where the cars are really quiet, I mean this many race cars should not sound this quiet....
I’ve had this running now on a couple of replays. I would say that the drive-by audio feels glitched. The sound ends far too abruptly with each passing car, but then occasionally it kicks up a notch. Something easily resolved I’m sure, and the whole purpose of the demo is to get feedback like this,
I wasn't in the beta, so I don't know. It's also very obvious, so I don't know how that went through.
It's like some sounds are not playing, while others are missing
Someone buzz Kaz's Twitter about this, I don't use Twitter myself
There is no NEXT-GEN technology used in GTS. IT is exact same tech everyone uses, they record samples and overlap them over themselves at various RPM ranges.
Difference is that they use LESS samples with LESS effects (like hollow reving without load, downshift/upshift at 5k rpm or 8krpm etc.) available that provide LESS actual spectrum of how car sounds at various RPM stages under load or not under load.
To make a point look at that F40 video. Even if you go from 5k rpm to something like 8k rpm you can hear that 5k rpm sounds different to 7k rpm and at 7k rpm you start to hear intake more which was subdued below 7k which gives you that difference once you hit 7k+range on f40.
They achieved this by recording multiple samples at different rev levels. But unlike GT they didn't just record 2-3 samples but they recorded something like 5-7 samples at each stage.
This is why car sounds like real thing because going from 5k rpm to 7k rpm isn't 5krpm sound sample being stretched to go to 7krpm range but 5k rpm sample fading into 7k rpm sample with very little scratching between them.
This is the reason why GT5/6 sound was total garbage GTS "fixes" that by adding probably one more sample to it in higher range rpms because GT5/6 streatched sample from something like 4krpm to something like 9k rpm in one go for some worst offenders.
Then like i said before car sounds different when it is under actual load VS hollow reving. While recording under load is difficult task to achieve since it requires actual car to actually drive on track while being recorded it gives you actually sound of car that sounds like in real life.
This is where GT5/6 massively failed because all of their sounds were recorded in closed dyno without any load. So just hollow rev.
Then there is quality of people who actually record that stuff and mix it after recording, which sadly is worst part of GT sounds. Samples they get are usually completely stripped out of any depth it has. Because i don't believe for a second that professional sound recording system can't capture grunt of a car while cheap phone microphone can. So it means this is deliberate choice in sound mixing studio in PD. Someone there is sitting there basically doing horrible job stripping samples out of depth.
While it is technically true that GT5/6 had BEST QUALITY audio, PCM multi channel surround sound for cockpit etc, like i said before even best hardware won't save you if source material is garbage. GTS follows the same logic albait they improved a bit by adding probably something like 1 more sample to overall 3-4 samples and few effects (but still way below industry standard)
This sound more like bug to me than actual sound design or lack of it. PD seems to add more stuff to sounds as time goes (though there isn't much time now).
But who knows. IT is PD, sound for them isn't priority at all.
-------------------------
-------------------------
Holly hell i just remembered that GT5 had flanger effect in main audio constantly mixing from one side to other ALL THE TIME. I mean with cases like this i wonder if their sound design guy even knows what he is doing.
Flanger effect is effect popular in DJ circles when you use knob or electronic switch to phase (aka slightly pitch from below instead of up) for whole spectrum giving you effect of something like this:
If you have good ear you can here it constantly going from one side to the other in background on every sound in game. Effect is hardly noticeable but it is there.
I thought the sounds in the videos on the demo sounded really good and when you compare it to past GT games you could say amazing!
I was talking about the interior improvement.yeah, but still in parts, the cars drive past, and you don't hear any sound from the car in front of the camera.
Yes it does.Seems the audio bug from the demo that was on display earlier doesn't appear when you run a replay, all the audio is there. Worryingly my replays are at 30fps, guess I'll have to set the game to performance mode to see if that switches it back to unlocked replay frame rate.