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I'm not entirely convinced by this argument.
I guess I'll have to try someday to record quality sound footage of real cars from high-end TV speakers and see if engines sound like on these GT videos.

The problem I have is that even videos with direct-feed audio like this one are disappointing sound-wise, although you might (rightfully) say that they do not represent the quality of the final game.

i wish you will stop complaining about the sound when your source is compressed YouTube videos on computer speakers, just wait till the game comes out on the Blu-Ray Disc with uncompressed direct feed audio with a 5.1 Surround sound then come back and compare then.
 
i wish you will stop complaining about the sound when your source is compressed YouTube videos on computer speakers, just wait till the game comes out on the Blu-Ray Disc with uncompressed audio with a 5.1 Surround sound then come back and compare then.

Have you heard the sound in the youtube video link I posted? If you select "HD" quality, it's pretty damn clear sounding.
By the way, I'm using AKG K240s headphones.
 
The visual damage seems to be coming together nicely, was the physical damage turned off?. The car appeared to be indestructible.
 
regnar
The visual damage seems to be coming together nicely, was the physical damage turned off?. The car appeared to be indestructible.

I don't think anyone knows for certain.
I would guess, yes as there seemed to be no performance drop in the model.
 
I'm not entirely convinced by this argument.
I guess I'll have to try someday to record quality sound footage of real cars from high-end TV speakers and see if engines sound like on these GT videos.

Its a simple fact that you'll catch more of the real car audio if its in range because again, its not hindered by speakers of varying quality. You'll hear alot of the cars individual sounds, especially if its a race car. The way car sounds are recorded now isn't simply done just by one whole sound(like I do:sly:) They record multiple bits. So with for instance a cell phone, you can't hear all the individual sound bits. With a high quality sound system like the one I have, you'll hear things like the bass or the transmission much more then you would with a low quality sound producing device.

The problem I have is that even videos with direct-feed audio like this one are disappointing sound-wise, although you might (rightfully) say that they do not represent the quality of the final game.

Is it the quality or the overall sound itself?
 
Play the game on your own tv before you make a judgement. The engine sound is never going to sound that good because your listening to it on a video which has poor sound quality. Even on the video the engine sounds are a lot more improved compared to GT4. I don't see how so many people can judge GT5's sounds before even hearing it first person themselves.

While I don't doubt the sound has improved, I didn't need to hear the game in person to tell that the LP560-4's sound is quite a bit off what it's V10 should sound like. The distinctive little tone the 5.2 V10 carries was barely even there & the overall pitch was just poor.
 
To me they sound sub par, i really want PD to push the envelope for this one.We know you can do it PD.
 
Have you heard the sound in the youtube video link I posted? If you select "HD" quality, it's pretty damn clear sounding.
By the way, I'm using AKG K240s headphones.

youtube videos are still compressed even in it's HD setting just wait till Tokyo Game Show & the November release.
 
You can fiddle with the audio settings in game though to put more emphasize on the engine sounds. Like turning down the music volume, enviroment sounds etc and turning the engine one up. I'm sure that would help to make the car sound better.
 
Uh... it would just make it louder and/or other things quieter. It wouldn't improve the engine sounds any.
 
Yeah but that makes a bigger difference than you might think. It works for me.
 
It changes inaccurate engine sounds to proper ones?

;)
 
Didn't know we had sliders for sound.
 
It changes inaccurate engine sounds to proper ones?

;)

Haha unfortunately.. no, but atleast it'll make the racing cars sound more like their real life counterparts. Louder is always better when it comes to engine sounds. :sly:
 
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Well technically, yes it can.. When you place the other sounds quieter your able to hear the engine a lot more accurately. Now, its no question that PD are awful with the car sounds so it doesn't get too accurate to the real thing, However, When you place music and other audio down your able to hear much more of the engine and the small details to it. Its common sense, If you were in a car IQ quiz and it told you to guess what sounds go with each car, would you ask them to place music in the backround? along with road noises? Or would you just have the engine noise?

Ive tried putting the engine noise high and racing without music, but that eventually bores you out till you would rather jump off cliffs. So I don't know how you, "Matti_Dude", do it! :D
 
How do you turn down enviromental effects please?
 
Oh, i'm just assuming they have that. Maybe they don't but as far as I know it is on quite a lot of racing games.
 
Have you heard the sound in the youtube video link I posted? If you select "HD" quality, it's pretty damn clear sounding.
By the way, I'm using AKG K240s headphones.

It's heavily compressed and the Zoom H2 isn't well-loved for it's line-in recording (clearly evident in the video).
By the way, I'm using Sony MDR 7506 headphones - not the best, but certainly "good enough" (Prologue sounds great!)

Now, did you hear the horrible distortion / clipping on the collision sounds, and the wooly fuzziness elsewhere? Bad recording - blame the mic input on the H2 for being too "hot", and Youtube for then overly compressing the resulting mess.

Any recording of "real life" on a poor-quality device (e.g. most mobile phones) is actually going to sound terrible - the thing is, your brain knows what you are hearing, so it fills in the gaps. In a game, all the extra cues (reflections and delays are the biggest; not just environmental, but from your ears themselves and other parts of your body) are missing or are artificial, and your brain doesn't like it much.

Of course, badly mixed and / or inaccurate engine samples don't help the cause at all...

P.S. I never race with music. :dopey:
 
Of course the engine sounds are not spot on in every car, but I can't really imagine that PD is making the mistake there after so many years and so much experience.

I would rather like to know how they are recording the sound and how is that different from lets say Turn10? Maybe they are recording from different spots or with different technology? Maybe they are doing everything right and other developers are just overexaggerating the sounds to sound more aggressive?

Or do you guys really believe that there are just a bunch of ********s sitting in the sound department of Polyphony Digital? :lol:
Because I really think that they think that the sound in their games is ok ...otherwise I'm sure they would want to fix it, after being such perfectionists.
 
Lol my bad... I did not see that typo, i've corrected it now.
 
zod
Of course the engine sounds are not spot on in every car, but I can't really imagine that PD is making the mistake there after so many years and so much experience.

I would rather like to know how they are recording the sound and how is that different from lets say Turn10? Maybe they are recording from different spots or with different technology? Maybe they are doing everything right and other developers are just overexaggerating the sounds to sound more aggressive?

Or do you guys really believe that there are just a bunch of ********s sitting in the sound department of Polyphony Digital? :lol:
Because I really think that they think that the sound in their games is ok ...otherwise I'm sure they would want to fix it, after being such perfectionists.


There are two major aspects to it: the artistic part, and the technical part.

You could have the very best (technical) approach to audio, or video but without the proper competence in the artistic side, you're not really going to get all that much out of it. That's why so many curren-gen games, in a way, look "worse" than previous gen games - granted, they're usually low budget.


Maybe it's the same with GT's sound? Perhaps the artistic direction is flawed in some way. Either that, or they're sitting on it until they get some sort of technical breakthrough (like other features - e.g. weather.)
I know the majority (around 600) of the cars were recorded before they made GT2 (1999). I've no idea how many have been re-recorded since - obviously new cars to the series must have new recordings, but the method might be different.


Oddly, I still think, for its time, GT2 is the best sounding GT game, cars-wise...
 
It's heavily compressed and the Zoom H2 isn't well-loved for it's line-in recording (clearly evident in the video).
By the way, I'm using Sony MDR 7506 headphones - not the best, but certainly "good enough" (Prologue sounds great!)

Now, did you hear the horrible distortion / clipping on the collision sounds, and the wooly fuzziness elsewhere? Bad recording - blame the mic input on the H2 for being too "hot", and Youtube for then overly compressing the resulting mess.
Loud sounds such as collisions were clipped, but the Ferrari engine sound, being of lower volume, despite being a bit mushy sounded clear. Not perfectly clear of course, given the recording method, but no matter how you spin it - it's the sound samples used that lack vividness, liveliness. The engine doesn't "growl", feels synthetic and excessively smooth. No amount of post processing/remixing is going to correct this. Of course, this was just a demo, the final game will be different, etc. We'll see at GamesCom. I personally would prefer perfect sounds over perfect graphics by the way.

Any recording of "real life" on a poor-quality device (e.g. most mobile phones) is actually going to sound terrible - the thing is, your brain knows what you are hearing, so it fills in the gaps. In a game, all the extra cues (reflections and delays are the biggest; not just environmental, but from your ears themselves and other parts of your body) are missing or are artificial, and your brain doesn't like it much.
No, sorry, I don't buy that explanation. You can for example immediately tell that even the pathethic sounding 200 hp 4.0L V6 of the previous Ford Mustang in this very poor recording (in both video and audio aspects) has what lacks to the majority of Gran Turismo engine sounds: http://www.youtube.com/watch?v=5P7fghMYXDw
 
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Looks great 👍
 
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Loud sounds such as collisions were clipped, but the Ferrari engine sound, being of lower volume, despite being a bit mushy sounded clear. Not perfectly clear of course, given the recording method, but no matter how you spin it - it's the sound samples used that lack vividness, liveliness. The engine doesn't "growl", feels synthetic and excessively smooth. No amount of post processing/remixing is going to correct this. Of course, this was just a demo, the final game will be different, etc. We'll see at GamesCom. I personally would prefer perfect sounds over perfect graphics by the way.

I know about the samples. I mentioned them in my post - samples are GT's downfall: either they're badly mixed (it's not just one component) or just the wrong samples for the engine / car. On the few cars that do get good samples, the results are very good. GT needs to improve its consistency and maintain a higher level of fidelity from car to car, and the audio engine will do the rest. That recording either sounded mushy or clear, not both - again, your brain is doing a lot of work for you there, but you're obviously aware that it's just a game.
No, sorry, I don't buy that explanation. You can for example immediately tell that even the pathethic sounding 200 hp 4.0L V6 of the previous Ford Mustang in this very poor recording (in both video and audio aspects) has what lacks to the majority of Gran Turismo engine sounds: http://www.youtube.com/watch?v=5P7fghMYXDw

That is a terrible video. And the only thing that GT is lacking from that video is noise and a poor spectral range. Maybe you'll just have to take my word about the affects of the brain on what we hear (psychoacoustics) - I will tell you it's far more profound than on any of our other senses.

If that 'Stang makes it into GT5, we'll be sure to make the comparison. ;)
 
That is a terrible video. And the only thing that GT is lacking from that video is noise and a poor spectral range. Maybe you'll just have to take my word about the affects of the brain on what we hear (psychoacoustics) - I will tell you it's far more profound than on any of our other senses.

If that 'Stang makes it into GT5, we'll be sure to make the comparison. ;)

Yes, it's a bad video. Very bad audio quality. But you can feel even without looking at it the "growl", the irregularities, that the engine sound feels "thick", naturally pulsating (even gear changes and how the engine sound changes feel natural, despite the car there having an automatic gearbox). I don't know how to explain better, sorry. Maybe it's the chance for you to arrange some blind tests (sound only) in the GT5 Sound thread in order to prove your psychoacoustics explanation for that.
 
Yes, it's a bad video. Very bad audio quality. But you can feel even without looking at it the "growl", the irregularities, that the engine sound feels "thick", naturally pulsating (even gear changes and how the engine sound changes feel natural, despite the car there having an automatic gearbox). I don't know how to explain better, sorry. Maybe it's the chance for you to arrange some blind tests (sound only) in the GT5 Sound thread in order to prove your psychoacoustics explanation for that.

Organic - is probably what you mean

Well it being a real life chaotic event, that's why. Hard to replicate that with samples, unless you have gigabytes of memory to play with, even then it can still feel static, see Piano sample instruments. You need to go the synth/modelling route

I found the Time Trial engine sounds more in line with that, having a few more layers of tones to work with helps

 
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