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Gran Turismo 6 • Coming on PS3 Holiday 2013

Liking the new physics, I hope they can match or exceed the tense, fun driving physics from the GT academy demo. I found that to be near perfect.
 
Quoting myself from the Mt. Panorama thread from just over a year ago.

One down, two to go...

That thread is funny, and like clockwork, the first post is great. If you don't want to click it, it says "should be a PS4 launch title".

That was 14 months ago, same conversation.

lol

----

You're right about Watkins Glen Mush, it's an awesome track. Since they have Nascar, should be on their short list.
 
When you see it.....

zahd0Xo.jpg

Lol I see a profile of a dude's face on the Tarmac, ear is on the bottom left, shaded left eye, nose, half of a smile just in the middle of the bumper...
 
I hate to bring this up again but with regards to the sound of cars in GT5 a big problem is to do with the way the sound of the engine and sound from the exhaust are balanced, or rather not balanced. The way sounds work in GT is directional so you only hear exhaust sounds when you are behind the car.

I have no idea if this a limitation of hardware where they cannot mix the audio and can only have one at a time or if it's just an oversight. Just fixing this would help immensely imo.

Here's a quick video I made to show what I mean. You can hear the roughness when you are behind the car but it totally disappears when you are at the front which makes no sense.


http://www.youtube.com/watch?v=R9Wu8rBDBQ0&feature=c4-overview&list=UU1xEiSsqxD-i2Yt0nH4Tv-Q

People that say PD haven't improved the sounds are wrong, they have but the way the sound is delivered it problematic.

Yeah i noticed it to with Ford GT. Normaly car has amazing sound IRL but in GT5 it sound weird. Like it has proper note but quiet. On Fuji track in one of camera shots i heard beautiful FORD GT note. Catch was that camera needs to be directly near the exhaust. Not only at the back like chase cam but much much much closer. Then you can rev and here original sound and usually it is very good.

This is also why so many people who used surround said that sounds are ok. Because Exaust channel and engine channel are different going to different speakers. So they could at least proper exhaust note.

There were many other problems with sound. Until patch 2.xx there was filter effect going on and you could hear it on long straights like n-ring. Filter effect can easily daft engine note since filter effect is most effective on low to medium spectrum of tones.

Still there is also problem of too high pitched upper rpm. This often means that they didn't record most of the time very high rpm of car and they are using simply faster mode to emulate high-end rpm which doesn't sound right.
 
How can they NOT correct the overscan in the demo pods for such a high-profile event as this? Didn't anybody test them beforehand?

I guess everybody was too busy working on the mindblowing Powerpoint presentation.
 
Maybe the TV is not set to full?

Doesn't matter what the reason is. The fact is, the demo pods (providing the very first GT6 footage ever) were either not checked beforehand or shoddily set up. I'm just flabbergasted that something like this can happen at such a high-profile event.

*shrugs*
 
How can they NOT correct the overscan in the demo pods for such a high-profile event as this? Didn't anybody test them beforehand?

I guess everybody was too busy working on the mindblowing Powerpoint presentation.

The vids with the overscan seems to be of the buggy build people at the event were talking about. The brake/throttle input on the HUD wasn't working, and occasionally crashed after exiting a race.

A newer build was installed later on, you can see it in the video SolidSnakex posted.
 
So, is it safe to talk about the game yet without being jumped by sound Nazis
j/k
and rabid armchair PS4 strategists
not j/k
?

Never played a game with Brands Hatch or Mount Panorama, but judging by others reaction that’s a good thing :) Silverstone however, ugh, what a waste of development time, most boring track I’ve ever (virtually) driven on, ‘Total change of elevation: 10.7 metres’, might as well race round a car park...

I watched the presentation and yes it was boring and stilted, not helped by having to translate everything, but if they can deliver on the promises it seems a solid evolution of the game considering the technical boundaries. I know translator san said there would be new tracks every month, but I wonder if that was a correct translation as he seemed to be struggling with it, any Japanese speakers around that could confirm?

If monthly tracks is the case I guess that means either they’re sat on a large amount of tracks already and they’re going to drip feed for maximum profit, or they’ve managed to get multiple teams going and are staggering their work so that a new track is finished every month. This is really going to test my ‘No season passes’ rule, but hopefully they will actually tell us what we are getting upfront.
 
Yeah i noticed it to with Ford GT. Normaly car has amazing sound IRL but in GT5 it sound weird. Like it has proper note but quiet. On Fuji track in one of camera shots i heard beautiful FORD GT note. Catch was that camera needs to be directly near the exhaust. Not only at the back like chase cam but much much much closer. Then you can rev and here original sound and usually it is very good.

This is also why so many people who used surround said that sounds are ok. Because Exaust channel and engine channel are different going to different speakers. So they could at least proper exhaust note.

There were many other problems with sound. Until patch 2.xx there was filter effect going on and you could hear it on long straights like n-ring. Filter effect can easily daft engine note since filter effect is most effective on low to medium spectrum of tones.

Still there is also problem of too high pitched upper rpm. This often means that they didn't record most of the time very high rpm of car and they are using simply faster mode to emulate high-end rpm which doesn't sound right.

I'm sorry if people are sick and tired of me banging on about sound but it's a subject I truly am passionate about especially in racing games.

The way GT mixes the sounds according to sound positioning is the correct way of doing things. In PGR4 for example, Nick Wiswell chose to mix his sounds this way as well. When you are behind the car, the exhaust note is much more prevalent, and sometimes the only sound mix you hear. When in front, only intake/engine ambiance was heard. This is correct. FM4 however actually mixes the sounds in all direction. If you pan around the car whilst revving for example, notes change according to their position but they are blended in which GT doesn't do. I would've liked the exhaust note (behind view) in FM4 to be a little more emphasized (like GT/PGR) but he chose to mix in a little engine/intake sounds for some reason.

As for why the higher rpm's sound like they do in GT. I mentioned earlier that PD could be using the old technique of Procedural Audio to make their sounds.
If you have an audio program on your computer, you can try this at home.

Record a car from any game you have but have the car rev at say 3000rpms for about 10 seconds. Make sure that you are set constantly at those rpms. Now, import that sound clip into your program (I use Goldwave Editor). Find the effect called 'Doppler' and begin to take the end of the note to the highest point and leave the start of the note as it is. Apply the effect. What you will now find, is the same 3000rpm constant note ascending in pitch mimicking say, 2nd gear to redline. If you have done it correctly, you will hear pretty much exactly the same sounds as you would in GT. The higher notes will sound 'pitchy' and synthesized because the program had to 'stretch' the notes.

It seems PD are still using this technique from their first games...
 
I'm sorry if people are sick and tired of me banging on about sound but it's a subject I truly am passionate about especially in racing games.

The way GT mixes the sounds according to sound positioning is the correct way of doing things. In PGR4 for example, Nick Wiswell chose to mix his sounds this way as well. When you are behind the car, the exhaust note is much more prevalent, and sometimes the only sound mix you hear. When in front, only intake/engine ambiance was heard. This is correct. FM4 however actually mixes the sounds in all direction. If you pan around the car whilst revving for example, notes change according to their position but they are blended in which GT doesn't do. I would've liked the exhaust note (behind view) in FM4 to be a little more emphasized (like GT/PGR) but he chose to mix in a little engine/intake sounds for some reason.

As for why the higher rpm's sound like they do in GT. I mentioned earlier that PD could be using the old technique of Procedural Audio to make their sounds.
If you have an audio program on your computer, you can try this at home.

Record a car from any game you have but have the car rev at say 3000rpms for about 10 seconds. Make sure that you are set constantly at those rpms. Now, import that sound clip into your program (I use Goldwave Editor). Find the effect called 'Doppler' and begin to take the end of the note to the highest point and leave the start of the note as it is. Apply the effect. What you will now find, is the same 3000rpm constant note ascending in pitch mimicking say, 2nd gear to redline. If you have done it correctly, you will hear pretty much exactly the same sounds as you would in GT. The higher notes will sound 'pitchy' and synthesized because the program had to 'stretch' the notes.

It seems PD are still using this technique from their first games...


But people are right about that problem. Sound is not mixed up well. Often when you are in cockpit view you rarely hear exhaust note. You mainly hear engine and only engine with little to no exhaust. In reality you can still hear loud exhaust especially in race cars.
This is not all. Their sound engine from features is excellent providing even 7.1 audio but sound engine has terrible sound cancellation going on which is why even in chase cam you don't really hear good exhaust note because how is audio processed with distance to source. You can hear that especially in replay camera "cinematic" where often cars and camera are like in different places providing sound to early or to late in comparison to what is going on screen.
 
Not to be nitpicky but here goes...

I do hope that PD fixes the sounds of their cars. Sticking a mic in an exhaust and revving the engine for sound sampling is just no longer going to cut it with games like this. Engine sounds all vary, depending on where the engine's positioned, its displacement, and even how the sound deadeners are placed around the car should all be taken into consideration to create a "simulated" sound.

What really annoys me the most is when switching gears. You go in manual mode to switch gears and yet it still feels like you're driving an automatic.

If PD is serious about Gran Turismo continuing as the reigning racing simulator for consoles, then engine sounds should not sound flat but more realistic as well. I could care less if they increased the sampling rate: If it sounds like a big turd, then it is a turd.

Yeah, that is my main concern. Well, that and a better UI.
 
So Saidur_Ali over at GTplanet (who was at the event) just posted this:
Saidur_Ali said:
although I heard something interesting about video trailer they showed. I don't know if you aware of it or if I should say about it though.
Saidur_Ali said:
Yep, I don't know much about it though. I will just say for now that they cut some footage from trailer of two car manufacturers last minute, I know at least one of them still features in trailer briefly somewhat though so don't know reason why. That is as interesting as it gets, maybe will see some of that footage in another game event and something they are saving.
Which I thought was interesting, because if you watch the preview Eurogamer posted earlier, it has a lot more footage not seen in the trailer that was obviously cut.
 
But people are right about that problem. Sound is not mixed up well. Often when you are in cockpit view you rarely hear exhaust note. You mainly hear engine and only engine with little to no exhaust. In reality you can still hear loud exhaust especially in race cars.
This is not all. Their sound engine from features is excellent providing even 7.1 audio but sound engine has terrible sound cancellation going on which is why even in chase cam you don't really hear good exhaust note because how is audio processed with distance to source. You can hear that especially in replay camera "cinematic" where often cars and camera are like in different places providing sound to early or to late in comparison to what is going on screen.

Yes. Let's just say that their attitude to audio needs to change.

I'm sure this doesn't mean anything but i'll post it nonetheless. If you look at the credits for both GT and Forza, you'll notice that PD has credited 3 guys for the audio while Turn 10 has credited around 15. Obviously, it doesn't necessarily mean only 3 guys worked on audio for GT but again, it's about attitude.

I think that PD needs to think about modernizing this aspect. Every other part of the game can be dealt with by PD themselves. They can choose to revamp their career mode for example. You don't need outside help for that. But audio is a whole different kettle of fish. No matter how much they wouldn't like to, they need to bring in some of the western audio devs who have worked on racing games before. If they choose not to do this, then the sound debate will continue 'till the end of time...
 
So Saidur_Ali over at GTplanet (who was at the event) just posted this:


Which I thought was interesting, because if you watch the preview Eurogamer posted earlier, it has a lot more footage not seen in the trailer that was obviously cut.

Someone posted a link in the other thread to a Sony press site that had GT6 assets. There was a folder called "Gameplay B-Roll" or something but it was empty at the time. Maybe extra footage in the Eurogamer preview is from that?
 
Someone posted a link in the other thread to a Sony press site that had GT6 assets. There was a folder called "Gameplay B-Roll" or something but it was empty at the time. Maybe extra footage in the Eurogamer preview is from that?
Could be, I just checked the folder and it's still empty.
 
That is not really attitude, just outdated sound engine rich in features but lacks in proper mastering.

Whatever mate. You are taking my words to literally. Attitude reflects on everything. If their attitude to audio was in place, they wouldn't have an outdated audio engine. If their attitude was right, they would've fixed these issue long ago.
If you attitude isn't correct then output will suffer in more ways than one. That's what I mean when I say attitude.

Anyway...moving on..
 
Never played a game with [Brands Hatch or Mount Panorama, but judging by others reaction that’s a good thing :) Silverstone however, ugh, what a waste of development time, most boring track I’ve ever (virtually) driven on, ‘Total change of elevation: 10.7 metres’, might as well race round a car park...



Both absolute shit fests, all the circuits in the UK they go and choose these over Cadwell and Oulton Park? Fuck off!
 
Good lap. Seems to be a lot more suspension feedback. Might be jarring at first, especially on harsher braking distances and high speed turns. Looks great though, solid improvement.

Nose diving under braking looks similar to what we already see in GT5.

I see much more bodyroll and general movements from bumps, like driving on softer suspensions.

Could provide more feedback on what the car is doing. I'd like to see a video with a racing car to see how limited body movement show up visually.
 
Still regarding sound:

I wish all racing game developers would provide more comprehensive options to allow the user to tune the audio levels and balance. Options always seem very limited, if they are provided at all. There's often volume controls for "car" "track" "tyre noise" "ambient" "spectators" etc, but it's the audio created by the cars that I'd like to tune to my own taste. It still pisses me off no end that the sound I personally prefer (the more throaty, exhaust-heavy and mechanical audio from chase-cam) isn't available in cockpit (always more muffled) or bumper cam (very little exhaust note). The audio might be more technically correct from these other positions but it does not have the same impact and doesn't convey the same sensations.

I guess developers maybe don't do this because they think they know what's best for the user. In some cases it's obvious this isn't true.
 
Still regarding sound:

I wish all racing game developers would provide more comprehensive options to allow the user to tune the audio levels and balance. Options always seem very limited, if they are provided at all. There's often volume controls for "car" "track" "tyre noise" "ambient" "spectators" etc, but it's the audio created by the cars that I'd like to tune to my own taste. It still pisses me off no end that the sound I personally prefer (the more throaty, exhaust-heavy and mechanical audio from chase-cam) isn't available in cockpit (always more muffled) or bumper cam (very little exhaust note). The audio might be more technically correct from these other positions but it does not have the same impact and doesn't convey the same sensations.

I guess developers maybe don't do this because they think they know what's best for the user. In some cases it's obvious this isn't true.

Yep. I would love to see a little more control over what sounds I would like to hear. I mean, in PGR for example, I can't adjust the menu sound effects independently of the race sounds. In order to crank up the car sounds, the menu sounds go up along with them which is ridiculously loud!

Regarding which sounds to hear in your car, when I play GTR or rfactor, I always change the ini file around. They give you the option to hear outside sounds inside the cockpit which is exactly what you are referring to. Ok so, it isn't realistic but it sure makes for a better auditory experience!
 
Yes, they just jumped the gun. Brands Hatch is even listed on a pre-order card.

Crisis averted :)

Still regarding sound:

I wish all racing game developers would provide more comprehensive options to allow the user to tune the audio levels and balance. Options always seem very limited, if they are provided at all. There's often volume controls for "car" "track" "tyre noise" "ambient" "spectators" etc, but it's the audio created by the cars that I'd like to tune to my own taste. It still pisses me off no end that the sound I personally prefer (the more throaty, exhaust-heavy and mechanical audio from chase-cam) isn't available in cockpit (always more muffled) or bumper cam (very little exhaust note). The audio might be more technically correct from these other positions but it does not have the same impact and doesn't convey the same sensations.

I guess developers maybe don't do this because they think they know what's best for the user. In some cases it's obvious this isn't true.

Yep. Given the lack of other sensory cues from performance cars (vibration etc) I want the most visceral sound I can get that is accurate for the car. I don't car if it is accurate to the location of the camera.
 
Regarding which sounds to hear in your car, when I play GTR or rfactor, I always change the ini file around. They give you the option to hear outside sounds inside the cockpit which is exactly what you are referring to. Ok so, it isn't realistic but it sure makes for a better auditory experience!

Yep, this is exactly what I meant. It's really annoying when you cycle through the cameras and the best sound is tied to the worst view.
 
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