2.06 Live

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ENTERSANDMAN13
The FFB on my g27 is awesome!

That's very promising to hear. Multiple G27 users have claimed to have had an increase in feedback and response through the wheel. That's exactly what I need so I hope the same is for me too. I'd be happy with any improvement, no matter how small.

I can't get on to GT5 for around two days so I can't test it out yet. :grumpy:
 
Please could you explain.

The feedback is a lot better gives you more information and the steering feels tighter. Sounds are working fine on my system I have no clue what you guys are talking about, they actually made them better, the bass sound a lot more precise not air like.
 
I'm less excited now. Damn.
What about headphones as I use them most of the time?

Let's hope it got not even more ruined...
After the previous update, depending on the car I had more sound coming through the left or right speaker, which drives me nuts.

It makes sense though, as the engine is eighter to the left or right front/rear of your seating position, but it's not how it sounds in real life.
 
G25 feedback also feels firmer, I always have had my FF setting on 4 and now I feel like I want to turn it down again...
 
Let's hope it got not even more ruined...
After the previous update, depending on the car I had more sound coming through the left or right speaker, which drives me nuts.

It makes sense though, as the engine is eighter to the left or right front/rear of your seating position, but it's not how it sounds in real life.

It is not due to position of the engine but due to position of the exauhst pipes.

GT5 models spatial sound perfect since 2.05 update. In surround setup every tyre has its sound on its own channel, same goes for position of the engine and position of the exhaust. Also, position and spatiality of outer sounds (other cars) dinamically changes and dissolves among channels as they change their relative position from players car.

I see no problem there, problem is how every other game fails in modelling the sound ambiance in the same way.
 
It is not due to position of the engine but due to position of the exauhst pipes.

GT5 models spatial sound perfect since 2.05 update. In surround setup every tyre has its sound on its own channel, same goes for position of the engine and position of the exhaust. Also, position and spatiality of outer sounds (other cars) dinamically changes and dissolves among channels as they change their relative position from players car.

I see no problem there, problem is how every other game fails in modelling the sound ambiance in the same way.

👍 People don't know this I really enjoy GT5 sounds on my 7.1 the sound positions are amazing, after a beer or two I really start to feel as If I'm in a real car. Front speakers engine and rear speakers exhaust, and it switches depends on what car I drive.
 
Like I was saying last night, the racing sound effects seem quieter in GT Academy and Ver 2.06. You may have to readjust your settings to bring the overall volume back to were it was. Hopefully the sound isn't ruined as some fear.

DLC does seem probable. But when? Tonight or two months from now? Update 2.03 (witch added DLC, features, corrections and fixes) was only 225mb so hopefully there's something fun hidden within the 475mb we just received.
 
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The first person view has the same sound as the cockpit view. Exhaust is to the left & right surrounds + rear surrounds. As it should be. If a car has open headers, the sound would be from the front. I don't think too many cars in GT5 have open headers. I know we don't have any Top Fuel Funny Cars ;)

I've been bugging Kaz about BGM volume from the pause menu since before the game released.
 
I see no problem there, problem is how every other game fails in modelling the sound ambiance in the same way.
The problem I see is that the idea as such is brilliant, just like the spatial positioning of GT5 is excellent. And yet the ambience still isn't there, because in real life sound is made by much more than a couple of single sources in a threedimensional space.

Spatial positioning is nice, but until this day you can still reach a better result by mixing sound artificially, simply because copying real life to a realistic extent means that you need to take more things into account than you usually can.
 
Well i am testing the game now and it feels good. My G27 have its proper FFB again.

The sound at first was "weird" with my 5.1 but after 5 minutes and some test from different angles it just has sense. If the engine sounds are coming from the back the logic says that must be like that.

Sounds are more "located" and the engine sounds are a little bit lower in cockpit view but again that has sense if you are inside a car. In race cars not that much but still is not a big deal. And they put a "sound level" from 0 to 120 to hear the "effects". Default is 90 but if you rise it a little you can hear the engine sound a little bit better.

I can´t remember this but now the first lap when you were in practice mode never counted as a lap and you needed to do it and then the 2nd started to count...(correct me if i am wrong) but now your first lap count. Maybe it was always like that but i can´t remember.

Exiting the track menu in practice to go to the main menu, now you only need to press "circle -O-" button but before you pressed it you needed to press again with "X" in the "yellow home" button to go to the main menu. (main menu to me is the home menu) So it is a little bit faster.

Some minor details at the moment. Nürburgring loading time is even faster than before.

I need to race with other cars just to see if AI is the same or maybe they touched it a little. And more stuff.

Exiting the menu in the seasonal events is the same as practice only by pressing "O". Not needed to press in the "My home button" (the yellow one) to exit.

More things. The echo sounds in the ambience are more noticeable in replays and using the horns in and outside of a tunnel is slightly different. (inside the tunnel with an echo and outside a particular "deaf sound"- don´t know if English people uses that term but it just without the echo)
The engine is affected too in replays.
 
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Lens flare effect exactly like the one in GTA, tested with stock sports hard R32 GTR at La Sarthe change time/weather - time set at 21:00, both cockpit view and chase view has it. Car handling is also exactly the same with GTA, nice update PD :)
 
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Lens flair? Anyone else confirm? I'd like to see this. Won't meet my PS3 again for another week.

I noticed it on the dials in an Audi R8 5.2 at SSRX at 11:50.

Coming out of the tunnel into the sunlight felt different.
 
Please could you explain.

Yes, sorry I didn't explain in my post as I was in the middle of driving online at the time. Online physics definitely feel different. I took a stock 86 GT out on the Nurburgring and it was very drifty through the corners. I also noticed the bumps and elevation changes were more pronounced and would throw the car off. It definitely wasn't that reactive before 2.06. Took a lot of fighting the car to keep it from spinning. When I switched to other cars I didn't have this issue at all.
 
Yes, sorry I didn't explain in my post as I was in the middle of driving online at the time. Online physics definitely feel different. I took a stock 86 GT out on the Nurburgring and it was very drifty through the corners. I also noticed the bumps and elevation changes were more pronounced and would throw the car off. It definitely wasn't that reactive before 2.06. Took a lot of fighting the car to keep it from spinning. When I switched to other cars I didn't have this issue at all.


Exactly the feeling of the road and the wheel is a lot better. 👍
 
Yes, sorry I didn't explain in my post as I was in the middle of driving online at the time. Online physics definitely feel different. I took a stock 86 GT out on the Nurburgring and it was very drifty through the corners. I also noticed the bumps and elevation changes were more pronounced and would throw the car off. It definitely wasn't that reactive before 2.06. Took a lot of fighting the car to keep it from spinning. When I switched to other cars I didn't have this issue at all.

Try the R32 GTR, 370Z and S15 Silvia in stock form with the same tires fitted as GTA, and do a free run on the same track used for GTA round 3 and 4, I tried them on the same sections, they drive exactly the same as GTA.

Anyone else interested to test these cars ?
 
Try the R32 GTR, 370Z and S15 Silvia in stock form with the same tires fitted as GTA, and do a free run on the same track used for GTA round 3 and 4, I tried them on the same sections, they drive exactly the same as GTA.

Anyone else interested to test these cars ?

This sound interesting.
 
If I'm not mistaken it's the 3rd biggest update we've received so far.

(1) 2.00....1,192mb (Spec II - Spa, Race Car Pack)
(2) 1.05.......608mb (Seasonal Events, Online Dealership, features, fixes)
(3) 2.06.......475mb
(4) 1.06.......301mb (Remote Racing, features, fixes)
(5) 2.02.......246mb (Car Pack II, standard wheels, features, fixes)
(6) 2.03.......225mb (RouteX, Speed test, Car Pack III, features, fixes)

I don't know the size of 1.10 (Helmets and gear) witch was probably fairly large as well.

Small bug fix updates range from 2mb - 112mb so there are surely unannounced features to this update.
 
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If I'm not mistaken it's the 3rd biggest update we've received so far.

2.00....1,192mb (Spec II)
1.05.......608mb
2.06.......475mb
2.02.......246mb (Spa, Race Car DLC)

Small bug fix updates range from 2mb - 112mb so there are surely unannounced features to this update.

You have a point there , but remember GTA cars they could be the " hidden features " .
 
Screw you, PD.

Why change the FTO STCs sound when it was completely fine to begin with? Way to go and kill part of a total legend in this game :rolleyes:

And I'd rather you guys didn't complain about my complaints :dunce: because I actually kinda care for the car...
 
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