GTPlanet Community Spotlight: Gran Turismo’s Rebirth Begins With Audio

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What a week this has been, gathering the assorted contents of this week’s festivities and ensuring it lives up to the expectational hype that’s been in play since last week has been a lot easier than one might imagine, especially considering I’ve had this planned out since last week. I can tell you right now that if you’re expecting free vouchers for your local fast-food or clothing stores you might be disappointed, but even if I had those I’d probably keep them for myself and post pictures of me ea—look, the point being this is going to be a fantastic read this week so you’d be strap in because you’ll be here for a while.

If you’re looking at the picture above, and i suspect that you are, that is not a real photo, however, it is a photo-realistic shot of the McLaren 12C GT3 for Project CARS, a game many of you are still waiting in joyous anticipation and I promise it’ll be worth the wait.

There’s a lot to get through this week so let’s get started – who’s ready for the spotlight?

GTPlanet Picture of the Week

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This week’s featured image, coming to us courtesy of Arixant, features the McLaren F1 GTR from the recently released Dream Pack DLC for Assetto Corsa.

GTPlanet Gallery of the Week

This week’s featured gallery is Chameleon’s Photomode Gallery and is brought to us by, of course, Chameleon9000. Opened on the 27th of August in 2014, Cham’s gallery approaches GTPhotography by giving every image just that little bit extra and it helps further the ambiance of his shots that post-processing witchery is involved.

15787366466_08fce20856_c– Fiat 500 and Lamborghini Aventador LP 700-4 at the City of Arts and Sciences, November 17th, 2014, from the “Polar Opposites” set.

If you like what you’re seeing and have a suggestion for next week’s featured gallery, start a conversation with me, entitle it “GTPlanet Gallery of the Week” and fill it to your heart’s content with suggestions and they’ll be featured in upcoming Community Spotlight articles. NOTE: You cannot elect your own gallery.

GTPlanet Thread of the Week – Give Us Better Sounds!

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If there’s one thing we can all agree on it’s Gran Turismo isn’t the premier example when it comes to audio reproduction. We’ve been asking for vastly improved, nay, completely overhauled engine audio for years on end and the cries have been heard, however, the process of doing undertaking this tremendous task is slow-going as there’s so much content involved, and I have no doubt that some of that content — the cars — will be lost as a result for any number of reasons.

In this thread created by our very own steamcat that was originally started after GT5’s release and then reinvigorated once GT6 hit, the topic is simple: better sounds in Gran Turismo. A topic that continued onward for an impressive, yet not at all surprising length of 150+ pages.

You can find the thread here and share your opinions on the matter. Alternatively, there’s another thread created by our own TayeezSA and is a continuation of the long-debated sound discussion, and is justly titled The Sound Update Thread (The Return), and takes residence in the new GT7 sub-forum so you’ll want to stop by there as well.

Sounds of Driveclub, Part 2 – Ferrari F12 Berlinetta

GTPlanet Member of the Week – The Return!

The Member of the Week has finally returned anew and shorter than ever which of course means that the time to acknowledge a member of the GTPlanet community is upon us. A member who has stood out among the hundreds of thousands of members already here, both old and new alike for all that they’re worth and all they have contributed to the community.

This week’s inductee is known as the “tuning aficionado” and has helped out tremendously in regards to making sure top tunes and those that labored over their creation get the attention they deserve, but this time it’s all about him getting the attention he deserves – let’s all give a warm welcome to the newest member to find vacancy in the ever-growing Member of the Week madhouse, danbojte!

You’ll be able to read the full interview in the official thread right here.

A Visit From GT’s Past

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We’ve all been attached to cars in past GT games and were gutted when those cars didn’t make the jump to the next installment for any number of reasons, and our very own 276HP created this thread and wants to know what cars from GT’s past would you like to see return to Gran Turismo.

You can find the thread right here and think of the cars you’d like to see return.

GTPlanet Vehicle of the Week

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To celebrate the 50th anniversary of the iconic Berlinette, Designer Yann Jarsalle and Concept and Show Car Director Axel Bruen reinterpreted the original design cues of the original A110 to include the new Renault design language introduced by Lauren van der Acker with the DEZIR concept car.

Developed on the same technical platform as the Megane Trophy, the A110-50 is powered by a 3.5 liter 24-valve 400hp V6 and is driven by a six-speed sequential gearbox, as well as a unique cerametallic twin-plate clutch that can be engaged using the clutch pedal or a paddle mounted on the steering wheel, and is automatically engaged when downshifting.

Having been ‘imbued’ with the world of motorsport, the A110-50 benefits from the experiences gained from the Megane Trophy. The tubular chassis of the A110-50 has been stiffened and undergone several developments. The roll cage and the engine bracing have been modified by Tork Engineering to adapt them to the vehicle’s height, which is lower than that of the Megane Trophy car.

The aerodynamic efficiency is largely generated by ground effect; at the front is a splitter hidden in the bumper that generates low pressure resulting in significant downforce, and at the rear a diffuser forces airflow beneath the floor. The ground effect accounts for more than one-third of the vehicle’s downforce, with the remaining attributed to an adjustable rear wing. The research and design of the airflow was conducted using Computational Fluid Dynamics, or CFD, a cutting-edge technology used primarily in Formula 1.

Forza Horizon 2 Furious 7 Pack – Now Available!

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Last month a standalone expansion was released by the name of Forza Horizon 2 Presents Fast & Furious, an expansion made available for free for a limited two-week time frame and included the cars you can see above. However, the cars, as made available in the expansion, could not be tuned, painted, or customized, nor could the content be carried over to the main title once completed.

That is no longer the case with the Furious 7 Car Pack that was made available this past Tuesday.

GTPlanet Tune of the Week

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We’re here once again to showcase the community’s effort to tame/tune the Car of the Week, so let’s get right to it.

​This month I am going for something different, will feature cars that can be purchased with less than 100hp. TurnLeft made a similar suggestion after the first Car of the Month I started and recently, Motor City Hami had a similar thought and even gave a list of eligible cars (thank you!). They deserve credit for the idea, I just ran with it.

This is not a competition and there are no limits, you need not feel as though you have to keep the tunes under 100hp. Tune as you wish, only please give tire suggestions along with tracks to run the tune. There are several short tracks that suit these cars rather well, such as: Streets of Willow, Silverstone Stowe, Autumn Ring Mini, Clubman Stage R5, Madrid Short, and so on.

SO break out your tunes and let’s have some fun. Hopefully the trans bug will get fixed soon.

A unique challenge for the month of April is what you’re looking at here; how much performance can you wring from these stiff economy cars? If you’re up for the challenge then have a look at this month’s thread and have at it!

Forza Manufacturer’s Color Chart

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This was a little project I undertook during the days of Forza Motorsport 4 after taking notice to the then ForzaPlanet community’s increasing desire to have manufacturer-spec paint finishes and was continued in to the early days of the Forza Horizon. Now, it’s being continued for Horizon 2 by our very own Frizbe and all you need to do is provide photos of the color you’re requesting – it’s really that simple.

You can stop by the thread and have a look around and then proceed to request away!

The Last Lap

I’m not feeling at my best so I hope you’ll excuse my not wanting to discuss things freely this week. I’m just going to go lie down and get some rest.

Until next week, keep racing!

Photomode images by c172fccc, rally-raid, MrNazreen, TurnLeft, and Populuxe Cowboy.

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Comments (65)

  1. Tenacious D

    “I have no doubt that some of that content — the cars — will be lost as a result for any number of reasons.”

    No, there’s no reason for this. And there’s a solution which has been proposed here a few times, but I’ll restate it. Should Kaz decide to cave in to the Standard haters, he needs to provide these cars and those “ear bleedingly awful” soundfiles for separate installation. Because some of us don’t want to hurl when we drive these cars around, we want to race them. Again and again. “Nasty” engine sounds and all. Fair enough?

    1. Johnnypenso

      For the millionth time, it’s not “standard haters”, it’s “consistency lovers”. All cars the same quality, it has nothing to do with hating anything.

    2. Tenacious D

      Fine, I’ll take that tact. Those of us who want the “consistency” of the vast car lists of GT5 and 6 in order to be able to enjoy as many cars as possible, “nasty” engine sounds and all, should have that choice. This way, those of you who want the “purest possible polygonal” cars in your garages with lovely audiophile grade engine notes can choose to not install content that causes you any distress at all. We can both have the game we want. Everyone SHOULD be happy.

      Good enough, your majesty?

  2. another_jakhole

    Ninety percent recycled content is stretching it. For one, as I pointed out, Kaz thinks about the long term. Do you believe the “meant-for-GT6-Course-Maker” will never come to fruition? Even Apricot Hill and Midfield aren’t recycled; they are created from scratch unlike the standard cars and tracks which are still touched up to a certain extent, especially the cars when compared to GT5 – the visual quality of most of the standard cars have been upgraded. The new tracks which were given high quality weather effects, not the glitch which is half-assed lol. Then there’s the partnership with the Ayrton Senna Institute (which will go on to help underprivileged children in his home country) and will continue on to future GT games.

    Of course, there’s the Vision GT project, whether we like it or not (I’m not a big fan of it, but I can appreciate what it entails), is an interesting concept and many big name manufacturers were happy to partake which says something.Finally, we get the long-promised community features. There are more vehicle customization options (a taste of the future). The partnership with Lord March for the Goodwood Hill Climb. The continued partnership with Red Bull and Adrian Newey.

    There’s the feat of instituting adaptive tessellation into GT6 which spun heads considering it’s something meant for current-gen consoles and PC hardware; again, this is PD / Kaz thinking ahead, thinking long-term.

    I already mentioned tracks, but I have to bring up Ascari. Only Kaz can pull off something like that. Who else would be granted permission to install that private track into a “video game”? Then there’s aerospace facilities facilitating with the stars, the moon, Lunar Rover.

    The PS2 allowed the possibility for heat haze. The PS3 isn’t capable. What do you think the ever so developer-friendly PS4 will allow PD to achieve with their next majority recycled resources creation will and will not turn out when it’s half-assed like GT6 was? :D Oh, and 3D isn’t dead to them and it isn’t a gimmick; one word: pMORPHEUS.

    1. Johnnypenso

      I just realized Jakhole is probably talking to me without referencing me at all in his reply…lol.

      First, adaptive tesselation isn’t content. Content wise we got less than 100 unique new premiums after starting with over 1000 cars and 5 or 6 new tracks after starting with 33ish. So maybe 85% recycled content. And my reference was “at launch”, not 16 months after launch.

    1. another_jakhole

      Actually, very likely.

      Sounds is a tricky one though. 60fps is a sure thing. Locked at 60fps.

  3. Ryowatanbe201

    Loved the post. But everyday i come to gtplanet…waiting to see if track creator has been released…iknow its nothing related to the topic but o boy we want it. I hope we get it before july at least.

  4. Maddens Raiders

    Driveclub is such a pretty game and good sounding game, but I need more though. At its core, is still just an arcade racer like Ridge Racer or Need for Speed. There are no real life liveries/and or race cars in the entire game either which is a complete deal killer for me in any racing title, and I think what’s currently on offer in the game as “car graphics or stickers”is simply hideous IMHO. Now

    let me know when Evolution will be releasing a remastered Motorstorm or even a brand new proper edition for the PS4 and you’ll have a customer waiting in line over night! Motorstorm is and was, simply the best Off-Road racing series of all time. Until then, I’ll be waiting for GT7 and Project Cars for my console racing fix. :)

    1. Terronium-12

      No real life cars?

      Ferrari 599XX
      Zonda R
      Caterham SP300.R
      Alpine A110-50 (It may be a concept but it’s still a race car)

      There are a few more that I can’t recall at the moment.

    2. Scheer

      I think you missed the point there, T-12. Only the Caterham can be raced and the liveries in DC are so utterly atrocious to the point that they offend my eyes! I think the OP was talking about proper GT/LM/Formula cars which is just not what DC is about, and real world liveries which DC does not do. My vote for a RWL goes to Gulf. I’m sure it can’t be that difficult to put advertising into the game.

    3. Johnnypenso

      It’s an arcade racing game. I don’t think a lot of people are concerned about accurate liveries when they are driving their supercar around a corner with a 30 degree slip angle at 300 km/h.

  5. John Browning

    I agree with TechU40. Driveclub has completely fine physics. You have to remember that it does the “Turn your head while turning” thing which is a staple of say, the Shift series. Difference with DriveClub (DC) is that it does it a little better and you don’t notice it and it’s realistic.

    Gran Turismo and Forza do not do this but they should allow it as alternative.

    If you are not used to this driving, you have to set DriveClub for (no look-ahead) or whatever that setting is.

    That said

    Only drive club has the best graphics and weather and time. Just, that’s it, there’s no argument, you can dial it in on every race and on every race it looks amazing.

    But DriveClub easily has the best sounds.

    I worked in sound since I was 12 and these guys mic’d and amped it correctly, unlike Forza, who continue to allow reverb to get in their mixes, and unlike Gran Turismo who… is synthetic at worst and at best sounds amazing, but with GT you never know. Did they mic the car? Some of the cars in GT are amazing sounding while others sound like a Commodore 64.

    Only Drive Club got the sound right, and YES IT MATTERS

    1. ccaranna

      Probably don’t need to mention Drive Club is on PS4. PD has 1200 cars they need to rework, some as old as the franchise itself. But you knew that already.

    2. Johnnypenso

      Yes, we are looking forward here, hence talking about PS4 games. PD has 1200 cars but they also have the one of the biggest budgets in all of gaming to work with if GT5’s announced budget is any indication. Look at what Project Cars has done with $6million, from scratch, and then think about what could be done with $80million. The 1200 cars should be irrelevant to the discussion.

  6. TomBrady

    No. Getting better RACING is far more important than the sounds.

    The first problem is the stupid rolling starts. Those have got to go. The races should feel like real races, and be competitive, not this pass 15 cars before you cross the finish line crap.

    To do that, the AI needs to be faster, and also, it needs to stop braking so early into corners.

    Performance restrictions also need to be more well thought out. We shouldn’t have to lower our performance in our cars to have a decent challenge from the AI.

    The reason I’ve been playing Driveclub a lot more often is because the RACING IS FUN in that game. The racing in GT6 is TERRIBLE. Even online racing in GT6 sucks because everyone online are noobs using racing soft tires ALL THE TIME. Even on road cars. It’s pathetic.

    Gran Turismo needs to start being more of a RACING SIMULATOR than a DRIVING SIMULATOR. I still play GT6 because I do love just driving, and GT6 is the best at that but I wish it was also about having amazing racing whether you’re offline or online but it frankly is not

    Then they can worry about the sounds after the RACING is fixed. It is a RACING game after all right? So why would sounds be more important than the racing?

    Plus, the sounds have got SO MUCH BETTER recently with Update 1.13 I think it was. The update that made it sound like you’re actually inside of a cockpit. Since we got that, I actually really enjoy even the bad sounding cars in GT because at least it sounds like I’m in the cockpit. It’s so much more immersive than it used to be

    1. Terronium-12

      You were making such a strong point up until you asked why sounds would be more important than racing and the sounds being SO MUCH BETTER than, well, whenever.

      The racing is important and you’d be hard-pressed to find anyone suggesting otherwise, however, the audio contributes just as much (if not more so) to the experience than racing as a standalone aspect as it brings the experience full-circle; what’s fantastic racing without the ambiance of an actual racing event? You know proper audio representation for that.

      As for the sounds being better… I mean, some definitely are but that’s just the problem: some, not all.

    2. Johnnypenso

      And as far as we know, PD employs sound engineers to look after sound. They don’t take the modelers and other programmers off their jobs to work on sound, so working on sound and the rest of the game at the same time is standard procedure.

      I also agree that sounds are crucial to immersion. You can have great looking cars and decent physics like GT does, but the sounds just kill the immersion and are always there to remind you quite sternly that’s it’s just a videogame. Of course if you play through tv speakers or some $150 set of surround speakers it won’t matter much to you.

    3. Scheer

      PD have consistently refused to acknowledge that sound is a really make or break issue when it comes to immersion. They need to employ a bigger team to go record all the sounds they need, or hook up with people who do this for a living and have vast sound libraries like Greg Hill of SoundwaveConcepts. They also need to model drivetrains properly to get the best out of any sample library they get hold of. For me, sound is everything. I can forgive poor graphics as long as the sounds make me feel that I’m in charge of some real machinery. That is something that PD have yet to understand.

    4. another_jakhole

      “In the first post, he apologizes for the sounds, and re-iterates that he, too, is not satisfied with them: ‘Of course I myself am not satisfied with the sound in Gran Turismo, and to the players out there I can only say, uum, I’m really sorry.”
      https://www.gtplanet.net/gran-turismo-pitstop/

      Yea, Scheer, that’s not refusing to acknowledge the sound issue, especially since the sound of specific (newly inducted) cars have precisely been tweaked differently than the majority of cars in the GT series. Even then, all of the cars have a deeper sound to them. They sound ridiculous when you hear other cars online (as opposed to offline opponents), likely due to the PS3’s need of more memory to be capable of running a “consistent” experience online. Offline/online, your car is the only one that doesn’t sound like a motorboat at the starting line and there’s a reason behind that.

      And like T-12 said: “As for the sounds being better… I mean, some definitely are but that’s just the problem: some, not all.” It’s inherently he spoke of having +1,200 cars, reworking most of the sounds (unless Griffith500 really hit the nail on the head about PD creating something of an efficient, sophisticated method for generating sounds, specifically the sound spectrum/range of the falling and rising of the engine revving as opposed to “recreating” the sound range screeching tires have).

      Sounds are important for immersion, but I’m glad Kaz decided to focus on trying to recreate the visual and physical side of reality more than the sounds from the get-go, considering that it is a trade-off when taking the long-term into account. No ones saying sounds aren’t important, but when focusing on trying to immerse the mind into a realistically recreated world, visual cues are more important when losing oneself.

      You say this, ” I can forgive poor graphics as long as the sounds make me feel that I’m in charge of some real machinery,” whereas I can personally agree on a different belief; I don’t believe I’ll be able to lose myself in a cartoon world with realistic sounds (see older versions of Grand Theft Auto while listening to “Machine Gun” by Jimi Hendrix).

    5. another_jakhole

      Correction – *It’s inherently problematic having 1,200 cars like he spoke about

      I have to reiterate it appears PD have come up with a way of generating sounds so as to not have painstakingly rework every single car.

      And Johnnypenso, that reminds me, the licensing of every single car is part of the budget. Yes, there are +200 Nissans or something like that, but that still means they’ll likely have to pay “full price” for 1,000 licenses, plus the licensing of circuits. It’s isn’t known what the value of the licenses are, but Kaz has stated the reason behind not having Lamborghini and Ferrari (and Porsche) was initially due to the high asking price; he stated this some time around GT4’s release, but well before GT HD’s release where we first saw the Ferrari 599.

    6. another_jakhole

      I have to point out that there was a time when Pagani was in GT without the other two great Italian manufacturers. Juuusst saying.

    7. Johnnypenso

      @jakhole, if little indie games like Assetto Corsa with a miniscule budget and skeleton staff can afford to license 50 cars and laser scan and license 15 tracks with about 1/50th the sales of a typical GT game, then the expenses are relatively in line with GT. I don’t think licensing is very expensive at all. People are always focusing on the 1200 cars and it’s a bogus excuse. Relative to their game budget and average development time between titles it’s no more cumbersome than either Assetto Corsa or Project Cars for example, whom I remind you, have had to create all of their content from scratch and in the same or less time than the development of GT6. Compare for example, the entire game of Project Cars with it’s 75 cars and 30+tracks + variations + the entire game was created in the time it took PD to come up with GT6 with 90% recycled content and easily 10x the budget.

    8. Scheer

      I know I’m straying from the point here, but I can’t get my head around the idea that devs have to pay for licences. I bought my car for £XXXXX after driving it in GT. GT is responsible for so many Skyline/Impreza/Evo sales here in the UK it was partially responsible for a massive JDM import boom. It must be a dream for any manufacturer to get featured in a game, they should be fighting to get the exposure.

    9. another_jakhole

      Ninety percent recycled content is stretching it. For one, as I pointed out, Kaz thinks about the long term. Do you believe the “meant-for-GT6-Course-Maker” will never come to fruition? Even Apricot Hill and Midfield aren’t recycled; they are created from scratch unlike the standard cars and tracks which are still touched up to a certain extent, especially the cars when compared to GT5 – the visual quality of most of the standard cars have been upgraded. The new tracks which were given high quality weather effects, not the glitch which is half-assed lol. Then there’s the partnership with the Ayrton Senna Institute (which will go on to help underprivileged children in his home country) and will continue on to future GT games.
      Of course, there’s the Vision GT project, whether we like it or not (I’m not a big fan of it, but I can appreciate what it entails), is an interesting concept and many big name manufacturers were happy to partake which says something.Finally, we get the long-promised community features. There are more vehicle customization options (a taste of the future). The partnership with Lord March for the Goodwood Hill Climb. The continued partnership with Red Bull and Adrian Newey.
      There’s the feat of instituting adaptive tessellation into GT6 which spun heads considering it’s something meant for current-gen consoles and PC hardware; again, this is PD / Kaz thinking ahead, thinking long-term.
      I already mentioned tracks, but I have to bring up Ascari. Only Kaz can pull off something like that. Who else would be granted permission to install that private track into a “video game”? Then there’s aerospace facilities facilitating with the stars, the moon, Lunar Rover.
      The PS2 allowed the possibility for heat haze. The PS3 isn’t capable. What do you think the ever so developer-friendly PS4 will allow PD to achieve with their next majority recycled resources creation will and will not turn out when it’s half-assed like GT6 was? :D Oh, and 3D isn’t dead to them and it isn’t a gimmick; one word: pMORPHEUS.

    10. another_jakhole

      @Scheer
      After every iteration of a game, the cars and tracks need to be licensed out again. With the high demand for Porsche, don’t you think PD would have gotten them by now if they weren’t so greedy? They were finally able to settle with Ferrari some time in 2005. I don’t even think GT5 Prologue had Lamborghini. I never bought it since I wasn’t as big of a fan of the series until the full version released and I started using a steering wheel with it. Point is, no one knows how much money the Microsoft-backed Turn 10 development team is provided to create their games or if there’s even a budget. GT is Sony’s/ SCE’s main title, yet GT5 cost about 1/3 of GTA V. Yeah! GTA V was well over $200 million USD.

    11. another_jakhole

      @Johnnypenso again

      Assetto Corsa has a fraction of the tracks and correct me if I’m wrong, but it ONLY has real world circuits. Scanning and “paying” for them won’t take nearly as long or cost nearly as much as scanning city tracks and basing original circuits at real world locations (like Matterhorn, Eiger Nordwand). Those aren’t easy feats. Then there’s the “shorter” amount of time it takes to design and create truly original tracks. Then there’s the fact that Assetto Corsa is a PC game, thus greater freedom development-wise, and GT has had to make due with a system that’s older than the hair on my buttocks (PG-friendly: the hair on a 1.3-ish year old dog in dog years).

    12. another_jakhole

      Oh, and a GREAT fraction of the number of cars that GT has with the new ones in GT6 alone. Right?

    13. Johnnypenso

      Jakhole, you completely missed the point about AC. Yes it has a fraction of the tracks. It also has a much smaller fraction of GT’s budget, and yet all it’s tracks are laser scanned. Scanning and creating real world tracks is much more intensive than creating tracks out of thin air. Creating fantasy tracks is relatively easy because you can do whatever you want with the scenery and the track you are not beholden to any real world standard.

      The point is if you look at the volume of work AC and PCars have done it’s absolutely massive, even without considering their tiny budgets. Relatively speaking, GT7 should absolutely blow the doors off everything else on the market if they get the same productivity out of their staff as SMS and Kunos does.

    14. TomBrady

      @T12

      You’re wrong, literally all the cars sound better now IN COCKPIT. That’s what I was referring to. The in cockpit sounds are so much better whether you care to admit it or not.

      The samples are no different, I’m not saying that. I’m just saying that the overall sound in cockpit has been improved tenfold for me. I always use cockpit view, and the one thing I always complained about with the sound of GT is that it sounds too sterile. It sounds like you’re in a recording booth rather than the cockpit of a car

      1.13 changed that. Now every car, even the standards sound a lot better because of the changes they made. It’s subtle, but to me it’s huge.

      On a side note, I find it laughable that you’d say the “ambiance of racing” is as important as the racing itself. That’s just nonsense. Nothing is more important than the physics and the racing of a simulation racing game. They all need to be there in some form but to say the sounds are just as important to a racing sim is just ludicrous otherwise GT would’ve failed from the start since it has always had worse sound than it does now.

      Great sounds are simply a bonus, not a necessity. Great physics are an absolute necessity, and so is great racing.

    15. Johnnypenso

      Physics (including accurate, detailed physics based FFB), visuals, sound are the cornerstones of immersion. If one is missing, goodbye immersion. I’ve driven sims with all three and GT isn’t even close to the same level of immersion and direct connection to what is happening in the game and the sounds are a huge part of that for me. When I’m playing GT I always know I’m playing a game. In some sims, you can forget where you are and get completely involved in the moment.

  7. GTguy88

    I’m not sure which I love more…the McLaren in the intro pic and being able to take a drive in it next month, or the Toyota X90 Mark II Tourer V in GT2 that I had multiples off back in the day….

  8. Leggacy

    It’s not just the engine noises that need improving, some braking noises would be nice; brake squeal, increased road noise. The current tyre noise while braking is totally un-natural it sounds like the wheels are locked when they’re not.

    1. Johnnypenso

      GT sounds are not up to par. People are going to talk about it. Trying to shut down the conversation is pointless.

    2. Scheer

      GT sounds do suck. They suck donkeys and they need to be reminded of this fact EVERY DAY until they get the point that sounds is Serious Business!

  9. KoldStrejke

    Well seeing as Drive clubs physics are bad. The sounds are nothing, because the games not worth playing.when a game that bad is played, Damn.

    1. Techu40

      Bad psychics, LOL driveclub haves the best psychics for an arcade racer.
      And it has the best car sounds of all games to date. You just need to get used to driveclub

    2. Johnnypenso

      Whether the game is worth playing or not depends on personal preference. I have no interest in it myself, but I do think they did a bangup job with the sounds and for the most part, tried to avoid cars sounding “arcadey”, which makes for an odd combination.

    3. gtuned

      Wow.

      It’s an arcade game. The physics aren’t meant for a Simulator, but the game is so much fun to just drive in. The cars sound great, it looks great, and it’s well worth the $60 I paid for it, unlike GT6.

    4. Inconspicuous

      Agreed…most definitely. However not everybody is looking for a simulator…

      Needless to say though. Drive club was a complete waste of time.

  10. Z3R0M0B1US

    WOW! That Mclaren MP4-12C racecar picture is amazing! I thought it was real until I read the article….

    1. Johnnypenso

      For sure. On top of that it’s a shot directly out of the game, there is no photomode in Project Cars.

  11. GTRacer22

    Great read T-12, as always! Great to see the MOTW return, and congrats danbojte! Also, congrats to Cham on your Gallery of the Week!

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