SeeNoWeevil
Member
Has the 350Z been seen in any of the promo material?
I think it's more important to get damage right. GT5 a procedural damage system but that got canned because everyone complained.
What would be better right now for GT Sport...that procedural system refined or the normal plain and uninteresting bumps and scrapes that's commonplace?
I just wish we all stopped complaining so much because every time we do something get's changed for the worse or completely dumped for no good reason.
Inconsistent graphics, sub standard engine sounds and annoying tire sounds, bumper cars and Kaz promising damage are exactly like GT5. All these things should have been rectified by now. Going to be interesting seeing the damage because in GT5 they had that bizarre system where damage was unlocked.
I will never forgive the loud idiots that compelled PD to remove the procedural damage from GT5 and discouraged them from revisit it.
No. It has single player content. The SP content is focused on getting you to become a better driver and a better racer. Ultimately, the goal is to prep you for online races and even get a FIA license.I know its probably been answered already, but is this game online multiplayer races only?
I think it was actually removed because of performance concerns. It had potential though.
http://www.virtualr.net/gran-turismo-5-new-damage-previews
No. It has single player content. The SP content is focused on getting you to become a better driver and a better racer. Ultimately, the goal is to prep you for online races and even get a FIA license.
It's basically just the licences and driving missions from the previous games. It's not a GT SP mode in the traditional sense, it's just meant to get you up to speed for the online racing.OK, do we have a rough idea how substantial the offline side is? How exactly does it compare to previous GT games?
You are comparing an unfinished (at the time) released game to an unfinished game that is still 5 months away. Inconsistent graphics is a giving in unreleased games, so is the lack of some features which are promised. Do not compare GTS to GT5 because they are not in anyway alike.
GTS is a barebones GT game that is trying to address many of the issues of previous GT games. Now it is addressing some of those issues either partially or fully but much of what we have seen is encouraging. The Sounds are vastly improved, if they get the notes to pop and the gears to shift more naturally the game would sound rather good.
We finally for the first time have a livery editor in the game, dedicated servers (for one game mode unfortunately) is coming, while we have not seen any damage we know that GT5 had incredible procedural damage that was removed in the retail version, so PD can do damage if they stop fucking around.
The biggest issue that i think they wont accurately address are those visual inconsistencies, AA seems to be alien to PD, dithering has always been an issue since last gen and ofcourse frame rate and tearing has plagued the series since 5, i hope they have sorted that out, cause the tearing could really distract from the experience.
I'm comparing the conversations that were happening prior to the release of GT5 on the PlayStation boards. Believe me I was there and the GT fans kept saying wait until the game releases. Yes, inconsistent graphics are par for the course though I was disappointed how bad some of the tracks looked when I got GT5 so it's natural to be a little alarmed.
Bumper cars, poor engine sounds, annoying tire squeals and damage should not even be part of the conversation anymore though.
I don't mind the tyre squealing, but the in-car audio sounds are poor, by far the worst in the entire genre. Unfortunately it's a massive part of the experience.Bumper cars is directly linked to the availability of damage and we already know that its in, we just have to see how good it is.
The engine sound in GTS is by no means "poor", unfortunately its become sort of a cool meme to claim that GT sounds like a vaccum cleaner when anyone who actually cares to listen would immediately tell you that it sounds good. Now there is room for improvement, things to make the engine note more natural, what we are hoping is that PD is paying attention and would implement those changes.
There is zero excuse for the tire squeal, it needs to fucking go. Overall the improvements they have been made in such a short time is giving me hope that this might be a better experience than any previous GT game, we will have to see though.
I just want 10 minutes with Kaz so I can pick his brain. I need to know what's going on in there..
VR in this will be great, I do hope that a native 90/120Hz mode is added through even if just for the NEO. Desperate to try a racing game in VR with reprojection and without i.e. 90>
OK, do we have a rough idea how substantial the offline side is? How exactly does it compare to previous GT games?
Yeah, audio in GT is pretty much indefensible. I keep getting told there have been improvements but can't really detect much change so far. It still sounds synthesised, weak and insipid to me. I really can't understand how it continues to be so, so poor when other devs have been making such giant strides over the past decade or so.
Precisely there was an update just for the people who moaned about the cockpit sounds:I don't mind the tyre squealing, but the in-car audio sounds are poor, by far the worst in the entire genre. Unfortunately it's a massive part of the experience.
The offline consists of this apparently:
Campaign Mode:
Used to be called GT Mode.
This mode is split into 4 different sections ...
Beginners School
Circuit Experience
Mission Challenge
Racing Etiquette
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Each section is self-explanatory and most of us would be familiar with them.
The newest one though, 'Racing Etiquette', has been introduced due to GT Sport now holding official online championships.
These 4 sections combined make a total of 117 events in Campaign Mode.
And then also Arcade mode including:
Single Race
Time Trial
Drift Trial
2P Split Screen
That's like trying to fix a decapitated body with a bandaid.Precisely there was an update just for the people who moaned about the cockpit sounds:
http://www.gran-turismo.com/gb/news/00_4571549.html?t=gt6update
- A new [Onboard Mic Position] setting has been added to the [Sound Volume] category of the [Sound] page within the [Options] screen in the [MENU] (accessible by pressing the START button). The same setting has also been added to the [Quick Options] menu during a race, accessible by pressing the START button.
That means that the external cam sound can be positioned to play in cockpit view, more akin to the dubbing in hollywood movies and what other games like to do.
Considering that many complainers and reviewers don't care about realism but just an engine sounding loud and powerfull that's not a bad patch for that group, in fact in the past some of them wished that could be allowed in the game given the differences. That's because that option is now there.That's like trying to fix a decapitated body with a bandaid.
We all know what the cockpit of these cars are supposed to sound like, there's more in-cockpit videos of them these days than you can poke a stick at. Other games are able to deliver it beautifully and realistically, and plenty of videos have been posted proving that. GT should be one of those games, but it isn't, and given that the series seems to fall further behind the competition with each iteration, some of us worry that it never will be.
This is what I've been wondering lately. The gauge of sound accuracy are YouTube videos.Considering that many complainers and reviewers don't care about realism but just an engine sounding loud and powerfull that's not a bad patch for that group, in fact in the past some of them wished that could be allowed in the game given the differences. That's because that option is now there.
There are very few games delivering realistic cockpit sounds, specially in road cars, most of them take the hollywood route. Today, almost all road and sport cars are very well insulated from the exterior and are not noisy. Inside the car the wind sound takes away most of the engine notes, except at low speeds. What games does that to a realistic extent? Videos are not very good examples as often the cheap cameras used can't record the very low frequencies (wind) that does mute the rest of the engine notes. Also most games use a very compressed dynamic range so even a boring engine can sound loud and exciting, but that's another story...
The engine sound in GTS is by no means "poor", unfortunately its become sort of a cool meme to claim that GT sounds like a vaccum cleaner when anyone who actually cares to listen would immediately tell you that it sounds good.
Considering that many complainers and reviewers don't care about realism but just an engine sounding loud and powerfull that's not a bad patch for that group, in fact in the past some of them wished that could be allowed in the game given the differences. That's because that option is now there.
There are very few games delivering realistic cockpit sounds, specially in road cars, most of them take the hollywood route. Today, almost all road and sport cars are very well insulated from the exterior and are not noisy. Inside the car the wind sound takes away most of the engine notes, except at low speeds. What games does that to a realistic extent? Videos are not very good examples as often the cheap cameras used can't record the very low frequencies (wind) that does mute the rest of the engine notes. Also most games use a very compressed dynamic range so even a boring engine can sound loud and exciting, but that's another story...
Boy, those drafting physics on the Dottinger Höhe of the Nordschleife are overdone...
That being said, I kinda trust John on physics and FFB feel, even if he's usually more on the optimistic side (as everyone working for ISRTV) and don't share his forgiveness in the sound department. But if he says it's kinda close to Assetto Corsa in feel, that is... man, YESS.
Considering that many complainers and reviewers don't care about realism but just an engine sounding loud and powerfull that's not a bad patch for that group, in fact in the past some of them wished that could be allowed in the game given the differences. That's because that option is now there.
There are very few games delivering realistic cockpit sounds, specially in road cars, most of them take the hollywood route. Today, almost all road and sport cars are very well insulated from the exterior and are not noisy. Inside the car the wind sound takes away most of the engine notes, except at low speeds. What games does that to a realistic extent? Videos are not very good examples as often the cheap cameras used can't record the very low frequencies (wind) that does mute the rest of the engine notes. Also most games use a very compressed dynamic range so even a boring engine can sound loud and exciting, but that's another story...
Totally agree. I have to wonder if the people complaining ever pay attention to how the inside of their own car sounds.
This reminds me of when people were talking about how "great" the cockpit sounds were in Need for Speed Shift. Why? Because it sounds like the floor and firewall is made of thin sheet metal?
My main complain with the sounds in GT are they sometimes sound a little too "digital" and lack subtle variances you get in real life.
Can you share your personal experience driving a Corvette on a long straight with WOT? Which game gets closest to your real life experience? I'm not defending GT on this. I'm curious.Imagine buying a brand new corvette at list price, you find a nice straight and just floor the gas pedal. Your bones and guts scream "this is awsoooome!!" from the g-force ..and then you realize it sounds like Gran Turismo.I'd return that corvette on the spot
Real life sport exhausts are designed as musical instruments (like developing a bugle) to make them sound amazing. Some even have flaps so they can sound like boring silent cars(they also have less power that way so you won't find that in race cars). The few expensive sport cars which just can't be made sound awesome get some artificial sound mixing from the internal speakers like the BMW i8).
I haven't driven one in real life, but I worked at Mercedes for 3 years and sat next to the small test track sometimes during lunch break, an SL 600 or whatever AMG 63 sounds like you know from Top Gear on tv. When people think that what they hear in GT sounds real, sounds just like their own car sounds, they think of 1.6 liter 4-cylinder with a giant exhaust muffler and sound proofed interior that they ever drive at maybe 4,000rpm.Can you share your personal experience driving a Corvette on a long straight with WOT? Which game gets closest to your real life experience? I'm not defending GT on this. I'm curious.
Great comparison shots. Quite the jump from the last game.Comparison between the GT6 and GTS versions of the Ring and Willow Springs (credit to emula from GTplanet)
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You only need to jump between the different views on a nascar car to understand that the cockpit sounds can't be just a "filter". These are some great examples of how complex can be the sound in the game.The interior sounds on GT are basically just the external sounds with a filter, which doesn't help when the external sounds are already the worst in the industry.
This is what many games does:In the area I live in there's frequently a Ford Focus RS that accelerates hard. I can hear that car from almost a town away and that's just a 5 cylinder engine with the stock exhaust. I've had a V10 Audi R8 pass by that almost rattled my bones just from the sound it made accelerating. I've also heard a Ford truck (F150 or F350 or something) that I can hear from a mile away for its loud gravelly V8 sound. Cars can be very loud from the outside and GT doesn't even get that. The interior sounds are obviously going to be bad too when it's basically just crappy exterior sounds + a crappy filter. Even a tiny city car with a 3cyl engine makes more noise inside than even an aggressive race car in GT. There is not one good aspect about its sounds, seriously. The audio simulation is bad and so are the samples being fed into it.
You only need to jump between the different views on a nascar car to understand that the cockpit sounds can't be just a "filter". These are some great examples of how complex can be the sound in the game.
https://www.youtube.com/watch?v=Xh1s3mrxywQ
https://www.youtube.com/watch?v=5IMw-BbLfZY
This is what many games does:
https://youtu.be/jFroPYlmODk?t=99
This is what a real sealed cockpit should sound:
https://youtu.be/jcdM6yi47T0?t=4
The first vid has been recorded with an external mic (outside the car). The second with an internal mic capable of recording low frequencies without clipping (better played throught a sound system equiped with a subwoofer).
Take your sound realism with a pinch of salt, no matter how realistic do you think it is at the end of the day is still very unrealistic, altough is what the average player and even hardcores demands at the cockpit.
There's another sound inconsistency with the racing cars. The player does not hear the sounds as a race driver, the sound throught the helmet or earbuds is not simulated, but that's again another story...
That looks pretty sweet.So, they actually dropped the racing line entirely for GTS. Kaz says it's because all those do is make you drive over them instead of actually learning the track. Instead they've replaced them with what they've called racing markers. There are three markers per corner. One for the entry, the apex, and the exit. All placed where you car should be if you take the corner properly. Here's a video showing it off
https://www.youtube.com/watch?v=DmwM-CwSrt0
Completing this should be required for entry in sanctioned events, and we should be able to filter for it in non-sanctioned events.The newest one though, 'Racing Etiquette', has been introduced due to GT Sport now holding official online championships.
That microphone is terrible, towards the end his phone rings and even the ringtone is distorted.This is what a real sealed cockpit should sound:
https://youtu.be/jcdM6yi47T0?t=4
This is good feedback. I'll definitely try AC and maybe I'll pickup PCars as well when it's on sale again.I haven't driven one in real life, but I worked at Mercedes for 3 years and sat next to the small test track sometimes during lunch break, an SL 600 or whatever AMG 63 sounds like you know from Top Gear on tv. When people think that what they hear in GT sounds real, sounds just like their own car sounds, they think of 1.6 liter 4-cylinder with a giant exhaust muffler and sound proofed interior that they ever drive at maybe 4,000rpm.
About best sound in racing games in not race cars, just sport cars, Assetto Corsa (after version 1.5 and edit: I'm judging from cockpit and note that some cars sound far better than others, if you cherry pick, this game can sound bad) is probably the closest to reality. Project CARS and Forza don't sound bad but too many generic copy-paste elements. RaceRoom is the best, but only features race cars. iRacing I only know from youtube and it's close to reality but doesn't capture the excitement in the few street legal cars they have. I'd probably even prefer Real Racing 3 (which is a bloody mobile game) over the sound in GT6 and maybe even over GTS, but I'll withhold judgement until I get a handson.
Edit 2: Automibilista is great too, up there with AC and pCARS, maybe even better, but I think only the Camaro from that game is street legal.
I was not prepared for the sounds and feeling the first time I went to an American LeMans race weekend. Standing right next to pit lane as the cars exit, the Corvette GT1s made your eardrums want to burst. It legitimately hurt when they punched it. And when the Ferraris went by you could feel in your chest and heart. It was incredible. The Panoz had a great sound too.
I was really shocked at the Audis LMPs when they started using the new tech. They were so quiet it was just a small whistle going by and you could hear the sound of the tires more you could the engine.
I would love to get sounds like that in a game.