Frankly, i don't care how, all i want is a multi million dollars franchise to sound better than ipad games on ipad speakers. Pd has a budget bigger than any other car game and has more years in business than most.
And most would agree, as do I.
All you talk about is sounds this sounds that, disregard your technical knowledge for a bit and play the game. otherwise this thread , sadly, is not for you.
Regarding the superficial value of the sounds in the game, I have the same disappointment as anyone else - have had since GT4-ish, I'd say.
However, what "technical knowledge" I do have means that I can read into what I'm hearing and come up with apparently crazy theories, one or two of which have turned out to be true (PD's focus on simulation, a totally new sound generation method to sidestep all of the shortcomings of sampling, limitations / delay, even before the official announcement, being technically based and not logistically etc.)
Crucially, I take care to consider the evidence and to explore and also explain all the possibilities, which is why I post: sound is generally treated as a "known quantity" and "easy", when in reality it is far from either.
I have 2 companies and i am constantly evaluating my weakest links and trying to improve them, if for 5+ years the biggest complain was the same, heads would fall, and the chop would be used with no mercy.... Not even my best friend/cousin/brother would have their job if it was the case. Not to mention a potential partnership with someone to improve things.
Take yamaha for example, they know about sounds and engines, AND is a japanese company too. My secretary would be on their ass until i got what i wanted. Budget or fame is not scarce in pd's case. It would be a big plus for yamaha(or whoever) portfolio if they were the ones that fixed gt sounds.
They are most certainly working with Yamaha. That's because they pretty much announced it when talking about the LFA before GT5 released, and also because my ears, and "technical knowledge" tell me so (the Red Bull cars).
pd won't necessarily do what i am proposing and like you said, its not a real trade.so pretend you be dumb like us for a second, cast your vote (or don't) and move on. This thread is about a ficticious trade-off using cars as currency, don't overthink it.
I don't really see how it is any different to other threads, then. I thought maybe the idea was to actually discuss the implications of making compromises in large software projects, from a gamer's perspective. Instead, it's just the same stuff "I think they should do this" with no factual underpinning at all. Not a problem, it just surely doesn't warrant its own thread (except for the poll, which doesn't actually say very much, mostly due to the last option).
If the idea is to let our imaginations run wild and come up with our ideal game, then sure. But imagining "compromises" as though they might actually have been feasible and lamenting PD's not having taken them surely is not the same thing. Either we discuss the practicalities as well, or this is just a fantasy thread.
If by now you are not getting this, pretty please, make a new thread explaining everything you want us to know about sounds, the way pd did it, the way they are doing, the way they will do it. post lots of videos, links, etc, even make a poll...
There is already a sound thread.
Last but not least what is real may not work in video games, sometimes an exagerated feature translates better to simulate what driving a car at full chat means. So maybe the other car games might be right and pd wrong. Ever think about that?
Yes, psychoacoustic concerns are very important. I use them to make shortcuts all the time, either in terms of "development" time or processing power or simply because nobody knows / understands the underlying physics. But there are still massive improvements to be made for games overall, and they will start trickling out over the coming years thanks to GPGPU and heterogeneous computing paradigms in general. PD were playing an incredibly long game with this aspect, so in time it should all make much more sense.
The quality of the entire game I mean.
Ah, but your original post, the one I referenced, was only about sounds. I agree that there is something to be said about the level of quality PD chose with the Premiums, and the knock on effects of that. However, it's clear they were playing the long game, and so only time will tell as to whether it was the right choice (unfortunately that doesn't help us now).
As for removing the Standards, that doesn't change much in terms of any trade on the final gameplay result, since they cost PD nothing (ignoring licensing effort etc.) to include in GT5, virtually.
GT6 is different with the improvements in some of them, which can only be a response to the complaints, such that those which have been earmarked for Premiumification will roll over into GT7 (or beyond) whilst everything else will be dropped, I'd wager. (But, then again, I thought they'd drop the Standards for GT6, but that was assuming they'd make new cars only, and not touch up the Standards at all).