- 28,920

- Brooklyn, NY
- KR_Viper
- I Renown I
....
Why do I even bother?
Why do I even bother?
Tell me you're joking.
You know why I don't believe that rumor about damage being redesigned?
1)because the E3 concept trailer (june) showed dents, meaning that's what they want to put in the final game. The gamescom demo (august) didn't have any dents. Why whould they redesign/reprogram the damage system if it's already a work in progress with details (such as dents) that were not even showed in-game to the public?
2)because Yamauchi said that was the result of only 2 months of work and since they are perfectionists (It takes weeks to create a single side mirror) they wouldn't even think of putting low quality aethetic damage on their 400.000 poly models.
Ok, I've written in more detail about the sound issues of GT before, so now(after CES videos), I'd just like to get back to the basics and also, admit that from the hyped optimism, I switched to rather more realistic pessimism...
Firstly, I'd like to say that the sound(mostly engine sound) in these type of games is probably as important as graphics and physics, and maybe over time it gets even more important then graphics, because if you think about it, when you get over the awesome graphics and car modeling(GT standard for years now), the only things that actually excite you(specially when you're driving from cockpit view) are physics and the sound.
Although it's much fun when you nail the corner just right, or you execute a perfect drift, but that can't really be compared to the ever-present sound which is always "around" you...💡
I suppose everyone here is a car-nut at least in some sense and you all know how exciting it is to hear an American V8 rumble, Italian V8 symphony, German V10 howl, Zonda's V12 shriek or Japan's famous tuned I6,V6 or VTEC I4 engines!👍
Gran Turismo was always lacking in this department and there were just a few cars(out of hundreds) that had similar sound to their real life counterparts, and that actually did excite you, and for the same reason I didn't drive some of the cars that I really wanted to drive JUST because the sound was crappy and didn't fit the awesomeness of the real car it's based on...
I was hopeful(although this is PD's 5th game), because KY said that the sound will be one of the areas which would receive total overhaul and I thought that all these demos they were showing around contained old sound engine, as to make a bigger impact when we actually get the full game, but after the last videos, I'm not too sure about that.
Take the Gallardo, which is a new car in GT. It has kind of a similar sound to the real thing, but in the old PD fashion, and that means weak, lifeless, synthetic, horrible high rpms, no difference in how much you press the gas pedal and so on...👎
That could also be one of the old sounds reworked just for the show, but that argument seems kinda weak now, with the game probably done, since the release date is so close...
My final conclusion is probably that PD's sound team just doesn't know how to keep the sound "alive" from original source through all the stages of recording, mixing, coding the sound engine etc....and it definitely ISN'T a fault of either the console(way back on ps2 nfs underground had some of the best engine sounds ever, not to mention PC titles, MOD scene etc)or audio hardware of each and everyone of you, because awesome sound sounds good even on a cheap 5$ headphones, let a lone on a surround systems!!!
And that makes me sad, because even I did sounds(as a hobby sound modder for TDU) much better than PD has to offer and I just can't understand why on earth is that?!?
If these guys don't know how, sack them(KY should) and hire some people who know what they're doing(god knows there are some brilliant people)!
Anyway, all I'm saying is that I wanted a GT with the greatest sounds, matching its graphics and not this mediocre crap unworthy of such high held standards they have for other aspects of the game...but I think It's too late, at least for GT5...although I still have some small sliver of hope that the sounds we've heard so far are still demo stuff and the full game will surprise us... My pessimistic 2 cents![]()
You people expect too much from a 512 meg total machine that has to share that with the video/graphics, models, textures, engine/physics and the OS!
You people expect too much from a 512 meg total machine that has to share that with the video/graphics, models, textures, engine/physics and the OS!
yeah and you don't think a good set of sounds and processing it for 16 cars at once doesn't take up memory?
Something has to give. Ever try and sample and recreate an orchestra on a 512meg synth/sampler with at least 16 bit 44 khtz bandwidth? It doesn't work too well...
Not knowing how to post a video. That's bad enough.How do you link a video from Facebook???
I feel clever now!! Ha Ha.
Write to PD via SCEJ with your ideas. I'm sure they will be more than happy to be told how to record and playback engine sounds in a manner that the PS3 can handle.Engine sample is repetitive sound in loop, maybe two seconds at longest, mono. So it's about 706 kbps, so say 88kB per second * 2 = 176 kB * 3 samples (idle, 2k rpm, 4k rpm) * 16 = 8.4 MB as it is now. Plus sound code of course.
We should get more samples into single engine sound to get distinctive real feeling, so for idle, 1200, 1600, 2400, 3200, 4800 and 6400 rpm, maybe one more for high rev beasts and one less for things like viper and SL55 which end something around 5k rpm. So it's 176 kB * 7 * 16 = 19.7 MB. Plus sound code of course. If memory size is concern then I would recommend doing it in 22kHz, because 22kHz of REAL CAR SOUND should sound much better than 44kHz of BUZZING, so it can be only 9.8 MB to get decent car engine sounds.
Not really a big deal, is it?
Thanks, I'm in tears now - tears of laughter!TokyoDrift - I don't need a lecture from you thank you very much. I don't think Ill bother in future, you smart arse.
TokyoDrift - I don't need a lecture from you thank you very much. I don't think Ill bother in future, you smart arse.
Thanks, I'm in tears now - tears of laughter!If you can't take things in good humour, maybe you really shouldn't bother in future?
Oh, by the way, you missed an apostrophe out on "Ill", bolded for ease of refernce![]()
Given that you are from the UK, I am sure you are familiar with the Mastercard ads. Regardless, I did not insult you, and saw no reason for you to retaliate with the lecturing and smart arse comment. In your mind do two wrongs make a right? Not in mine - it just causes pointless arguments that send threads off-topic, which this has done. As such, I've no more to say - take it to PM if you like.There was nothing in your post to suggest "good humour". Perhaps you might put yourself in the recipient's shoes and consider how your post might come across in future.
so it can be only 9.8 MB to get decent car engine sounds...
Not really a big deal, is it?
I am a sound noob, so maybe my points are invalid...
-You also have to interpolate these higher quality samples when in between sample RPMs a lot, which means you need more cpu (there is not much cpu left when playing GT5)
Yes, .., read yet once please.
Lambo in the bottom vid has modified exhausts from what the author of the video says.
Also the window is cracked so you can hear the deeper exhaust note better than when the window is shut like in GT5.
I think GT5 over does the sound of the wind buffeting against the car. With the windows up in a 2005 Gallardo you dont get the deep notes from the exhaust and it sounds fairly similar to what that GT5 video sounds like, if the wind was toned down a little.
Unfortunately GT5 does not capture the extent of the blip on the downshift in the Gallardo in that video either. Really need a video where there is a better driver so we can actually hear the engine instead of tyre squeal.
Also on the standard Pirrelli P Zero Nero's you do actually get a heap of tyre squeal when you are pushing the limit of the tyres, but again the sound inside the cabin with the windows up is a bit more muted than GT5 makes it.