- 733
- Stanton, California
- aphan111
One thing I've noticed in GT6 is some slightly newer engine noises, but the problem is that its not a huge improvement. Of course there have been countless threads on it, but they haven't gone into much detail.
The new engine sounds have a sort of whoosh sound to it, like driving your car down the freeway with your window down, it almost completely dwarfs the car note, and the note of the car isn't exactly amazing quality as well. It sounds too virtualized, too synthesized, games like FM, AC, and certain cars in Project Cars have gone for the more raw sound, the actual sound, one that we would recognize on the street if said car drove past us, whereas PD went for a more computerized approach.
I have noticed as well that some cars sound meh while driving, but viewing it in the replay makes it sound a tad bit better. My example is the SLS AMG GT3, it should have a lovely rumble and growl, but while driving at high revs, that whoosh sound is constantly there. In the replays, it doesn't sound like a GT3 spec car, instead its more of like an original SLS AMG, as the AMG growl is indeed unique, but that sound is to the wrong car.
I have gone to the conclusion that, yes in certain cars, PD has finally recorded some new sounds, but unfortunately they haven't done parts of it right. The Red Bull X series are examples of cars that hopefully were recorded in a new way that Kazunori mentioned would be recorded. It sounds less synthetic and more raw Formula 1.
With certain cars, I think that they record with the exhaust pipe noise, rather than engine noise. They should switch the sounds, with interior cockpit cam have that lower tone, slightly muffled by your cabin, but playing from a third perspective should that whoosh windy sound play.
I saw gameplay of the McLaren MP4-12C on Asseto Corsa compared to GT6, the cockpit noise should sound like Asseto Corsas. The right amount of engine note slightly muffled, as in real life.
Tell me your thoughts on this.
The new engine sounds have a sort of whoosh sound to it, like driving your car down the freeway with your window down, it almost completely dwarfs the car note, and the note of the car isn't exactly amazing quality as well. It sounds too virtualized, too synthesized, games like FM, AC, and certain cars in Project Cars have gone for the more raw sound, the actual sound, one that we would recognize on the street if said car drove past us, whereas PD went for a more computerized approach.
I have noticed as well that some cars sound meh while driving, but viewing it in the replay makes it sound a tad bit better. My example is the SLS AMG GT3, it should have a lovely rumble and growl, but while driving at high revs, that whoosh sound is constantly there. In the replays, it doesn't sound like a GT3 spec car, instead its more of like an original SLS AMG, as the AMG growl is indeed unique, but that sound is to the wrong car.
I have gone to the conclusion that, yes in certain cars, PD has finally recorded some new sounds, but unfortunately they haven't done parts of it right. The Red Bull X series are examples of cars that hopefully were recorded in a new way that Kazunori mentioned would be recorded. It sounds less synthetic and more raw Formula 1.
With certain cars, I think that they record with the exhaust pipe noise, rather than engine noise. They should switch the sounds, with interior cockpit cam have that lower tone, slightly muffled by your cabin, but playing from a third perspective should that whoosh windy sound play.
I saw gameplay of the McLaren MP4-12C on Asseto Corsa compared to GT6, the cockpit noise should sound like Asseto Corsas. The right amount of engine note slightly muffled, as in real life.
Tell me your thoughts on this.