The point is, all games have audio flaws. There are some good sounds, and bad ones in every game.
Much the same way all games have visual flaws and artifacts
Indeed. People criticising the sound of a demo played at low volume, through TV speakers, recorded on a cheap camera via the built-in mic.![]()
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I love it how this has become the standard response around these parts.Too bad then, I guess you won't be getting it
Too much transmission whine and distorsion in Shift :S. Everything is overdone.
Guys you can´t really judge the sounds recorded from off-screen and with all the noise around!
Oh wait..
Yes, but that doesn't change the fact that they are still better than the best of GT5's sounds. It's all about immersion, just like the graphics - quite frankly, although I played GT4 the most out of any other game, I only played it in short bits because something of it just couldn't grab me and hold me on to it, however, with NFS (MW) or Forza I could keep going for hours because it's so satisfying to hit the accelerator in those games, not to mention they are pretty close to GT4 in looks too.
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It's nice that you think GT5's sound is the worst of all the racing games out there. In reality, judging from GT5and GTPSP, overall, it's no worse than Forza 3 or NFS Shift - overall.
PGR4 is the best, hands down - yet it still has some of the flaws that plague every other game. GT has, over the years, systematically eliminated these "other" flaws from its own implementation. All that remains now is to get enough decently mixed, good "quality" samples to serve as the backbone of the sound.
If you look at the visual style of a game like Forza, or Shift, and compare the audio style - you'll see that it fits nicely. If you try to put the audio from one of these games into GT, it just doesn't sit properly. The lo-fi, approximate, stylised graphics are fine, and the lo-fi, approximate, stylised audio goes well with it. But the target of photorealism needs the equivalent in audio, too. Unfortunately the ratio of videophile to audiophile in the general population is probably heavily in favour of the graphics, such that people don't think twice about getting that new HD TV, or even 3D - or a new graphics card if you're a PC gamer. Sound, on the other hand, rarely gets the same treatment... why?
I read most of that article about Charles Deenen that CoolColJ posted. I just knew there had to be a connection between NFS and the Fast and the Furious - turns out I was right. Also, I knew for some reason that dyno recordings aren't what they're cracked up to be (if you've ever been at a dyno session, cars have an odd knack of sounding different on them anyway!) - they use recordings from track sessions instead - something PD do, too...
So we know NFS's target was never realism, though this may change for the new game - Hot Pursuit 3, is it?
Given the platform limitations, I suppose we should forgive the designers for stylising the sound to make it exciting, rather than settling on some half-arsed attempt at realism. Given the new NFS is said to use brand new techniques (which is always exciting), there might be hope that their (obviously huge) combined talent might be put to good use at last! Similarly, PD have been working towards this goal since at least GT2.
Like it or not, game audio is (finally) changing, and games like Forza, who presumably want to be taken seriously as a racing game, are going to need to address their audio style in order to maintain that reputation. The jury is still out on GT5, for now, though we shouldn't expect miracles just yet.
What's also funny, is that a few years ago people were complaining about the shift in game design / style into realism. However, they were obviously short sighted, since this had already occured some years before. What happens is we get a tech breakthrough (hardware, software, Eureka moment, whatever...) and everyone wants to see how far it'll go. Naturally, it's easiest to try to emulate real life, since it's all around us and we interact with it every day. Once everyone's got the hang of the new technical paradigm, the stylisation comes out in force - we get quirky games, with funky art and audio styles that really make an impression and push the artistic paradigm (in terms of game design) further forward. Then we get another tech breakthrough and the cycle repeats itself.
Audio has had its paradigm shift a long time coming. Get ready for the barrage (it's already begun, actually) of games trying to recreate real life audio "effects" (at a new level), before people really sit down with the tools and try to extract some mind-screwingly cool stuff from it.
I repeat: paradigm shift. The Fast and the Furious is dead.
Guys you can´t really judge the sounds recorded from off-screen and with all the noise around!
Oh wait..
The sound of this video is distorted and in the game it doesn't have all that "ROAR" effect. The LP640 is the car I use the most in FM3 and seriously I'm not impressed with the low frequencies either. And no I don't use the tv speakers, I use a harman/kardon home theater. Let's say the subwoofer is a bit useless for fm3....I hear better low frequencies in GT5P if set to normal/advanced audio sysmem.Guys you can´t really judge the sounds recorded from off-screen and with all the noise around!
http://www.youtube.com/watch?v=VvD3FbAbNP8
Oh wait..
I hear better low frequencies in GT5P if set to normal/advanced audio sysmem.
How do you expect to hear V8 rumble through a tiny TV speaker and then through a tiny mic from a cheap digital camera? That combo makes it sound like a telephone!
SLS recorded on a cheap digital camera (I presume) not drasticly different from the vid IMO when in cockpit, considering we are comparing original source to no bass TV version
this isn´t about the sound quality but about the accuracy of the engine sounds.
a real,TERRIBLE QUALITY VIDEO of the Gallardo LP560-4 accelerating.
Sounds nothing like GT5. The shifts especially.
TD
Here's a terrible video done with a cell phone by someone who is driving their car as an SLS passes. All of your talk about how the reason GT5 doesn't SOUND good is because of the method used to capture the demo is useless. As it was said before, you can how accurate samples are even if the method used to capture them isn't proper. The sampls that PD uses are many times NOT EVEN THE SAME TYPE OF ENGINE CONFIGURATION as the car. Think about that.
TD
I really really really really really really really really hope they are saving the new sound engine/samples either for TGS or the finished game...optimist by nature, I still cling to that sentence in one of the interviews where KY noted that the sound is one of the few things which are getting total overhaul...fingers crossed eh...
Here's a terrible video done with a cell phone by someone who is driving their car as an SLS passes. All of your talk about how the reason GT5 doesn't SOUND good is because of the method used to capture the demo is useless. As it was said before, you can how accurate samples are even if the method used to capture them isn't proper. The sampls that PD uses are many times NOT EVEN THE SAME TYPE OF ENGINE CONFIGURATION as the car. Think about that.
Edit: Skip to 24 seconds in..
http://www.youtube.com/watch?v=9gj9YfdB2u8
Here's a professionally produced video. NOTICE that the sound quality may be better, but the engine and exhaust sound 'characteristics' DO NOT DIFFER.
http://www.youtube.com/watch?v=LOpINKXTQ6c&feature=related
TD
There is another vid of that car, 2nd half of the video, which everyone missed, but it still sounds like a hairdryer
Yet another example of how because of the poor sound quality, you can't even hear the V8 sound in the cockpit as its overpowered by the annoying gearwhine. I don't know if thats supposed to be a supercharger whine or what, but it grinds abit.
Exactly.
In this video the sound is pretty clear and I can clearly tell you that is NOT how a Gallardo sounds.
Now take the pro recorded sound, play it on a TV and record it with a mobile phone....
I dunno, maybe people expect to much off a game. Do people complain about GT5 not looking like a video footage of real cars?
So why do people complain about cars not sounding like a real life recording of a car?
Double standards me thinks, I sure don't see anyone complaining about other car games not looking like video footage of cars either...
There are obviously limitations. If there are limitations with graphics, then there are limitations with sound too, even more so.
We are not expecting too much, or, at least I am not. All I ask is for some proper samples. Reading back at Griffith's post I will not deny the sound engine is fantastic. But like I gave in a previous post as an example, it's like the best Black&Decker blender - but it will show it's best if we put in the best food. Put in rotten or expired stuff, blended or not, the end result will suck.
And if we can get good graphics AND sounds working together on something like the 360, and considering PD are masters at optimization, I doubt hardware limitations have much to do with it, considering the main issue are the sound files, which take up space, where Blu-Ray comes in place.
Yet another example of how because of the poor sound quality, you can't even hear the V8 sound in the cockpit as its overpowered by the annoying gearwhine. I don't know if thats supposed to be a supercharger whine or what, but it grinds abit.