Released Q2 Update and DLC Released

okay so now im stuck with sound mix whatever devs set it , it is quite a downgrade. in old builds on same car i was able to tune handful of things specifically now i only have onboard volume which controls everything.....extremely bad decision to have it this way.

Agree that it is a downgrade with less options. We should at least have options in ini files to tune the volume of individual effects, like tire sounds. There are many cases in which those might be needed, for instance I was using higher volume tire sounds, to enhance lower-volume tire effects, while learning a new car, to have more feedback on the the grip / slip behavior.
 
Agree that it is a downgrade with less options. We should at least have options in ini files to tune the volume of individual effects, like tire sounds. There are many cases in which those might be needed, for instance I was using higher volume tire sounds, to enhance lower-volume tire effects, while learning a new car, to have more feedback on the the grip / slip behavior.

I thought people were done with fiddling with ini files and stuff?

"it should all be in the menu UI" some said?

I think a lot of you are so used to tweaking stuff (for "personal preference") that when things are changed to model sounds how they would be in real life, some are left wanting more sliders. You want your sim to be realistic? Do you have the ability to turn up and down certain sounds in the real world? I think it's a control thing personally... and when some don't feel they have any control, they will complain.

It's like those that turn off raindrops in the rain so they can see better through the windscreen... either you want realistic or just a game... make up ya minds :D
 
pretty sure IRL i wont be able to hear tyre sound over V10 engine and wind at high speeds, stop defending this "do u have ability to do so IRL" as if rfactor 2 sound model is exactly like real life, invalid argument.
tyre sounds are excessive for me , it makes driving easier and unrealistic at same time....i want to get rid of it with simple sound mixer that WAS ALREADY IN GAME.

infact if this was realistic it would make F1 drivers look like noob, because with this new sounds i detect tyre lockup so early that no way in hell i can get so deep into tyre lock without noticing >
https://pbs.twimg.com/media/D26nZLkX0AEsD_W.jpg

just use the sound cues vettlel ffs , utter noob.
 
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so I checked this now... I already had 16bit, 48000 in my windows settings. (btw: headphones user as well)
also tried 16bit, 44100, but nothing changed. still got max. 50fps with the 256 effects.
also tried to deactivate the "windows sonic for headphones (surround sound)" setting - but nothing changed - still 50fps.
when i turn down the effects to... lets say 100 - it works fine - 70-90fps...

So @Paul Jeffrey will you looking into this issues we have?

Some users are reporting big performance issues with this new update... (Looks like it is because of the sound engine...)
Would be really strange for a sim to have 30fps loss because of "sound"... (Just my two cents..)

Hope for a fix soon. :)
 
Another problem i noticed ,
on monaco with fpro i can easily use 256 sound effects
but on spa with fpro i get problems, the sound starts cutting....so here i had to go down all the way to 32 sound effects to make it playable.

both official tracks, with no changes made to graphics or anything.
 
Another problem i noticed ,
on monaco with fpro i can easily use 256 sound effects
but on spa with fpro i get problems, the sound starts cutting....so here i had to go down all the way to 32 sound effects to make it playable.

both official tracks, with no changes made to graphics or anything.
Just for a test, restart windows and then go directly to rF2 and Spa. See if there is still a larger performance gap Then load Cote d Azur.
 
I didn't quite get what you said.
All i'm asking for is giving us user options to mix the sound effects thats all.
it was possible before so i think it should doable now as well.

No one has replied saying the FPro tyre sounds are realistic. You started by saying there should be adjustments available, hence the discussion centered on that. Let me put it this way: if you drove the FPro and felt all the sounds were just like real life (including tyre lockups) would you insist the individual sounds should be adjustable? If so, I'd wonder why unrealistic sounds should be a goal for users.

If the FPro tyre lockup sound is wrong is another issue entirely.

Another problem i noticed ,
on monaco with fpro i can easily use 256 sound effects
but on spa with fpro i get problems, the sound starts cutting....so here i had to go down all the way to 32 sound effects to make it playable.

both official tracks, with no changes made to graphics or anything.

Is the game set to Speakers or Headphones?
 
No one has replied saying the FPro tyre sounds are realistic. You started by saying there should be adjustments available, hence the discussion centered on that. Let me put it this way: if you drove the FPro and felt all the sounds were just like real life (including tyre lockups) would you insist the individual sounds should be adjustable? If so, I'd wonder why unrealistic sounds should be a goal for users.

If the FPro tyre lockup sound is wrong is another issue entirely.



Is the game set to Speakers or Headphones?

Headphones
 
Headphones

Well, as a workaround try changing to Speakers and see if that makes much difference to performance. You'll lose HRTF but the sound should still be good (Devin said they made sure that option was still suited to headphone use, since they think most players are using headphones).

If there's a sizable performance difference maybe they can work out if it's a bug or just inherent with the HRTF stuff. (could be some specific hardware, too).
 
Well, as a workaround try changing to Speakers and see if that makes much difference to performance. You'll lose HRTF but the sound should still be good (Devin said they made sure that option was still suited to headphone use, since they think most players are using headphones).

If there's a sizable performance difference maybe they can work out if it's a bug or just inherent with the HRTF stuff. (could be some specific hardware, too).
New sound engine gave me trouble even on RC at spa , it got worse in final build. before it was all fine.
I will try out speaker mode....but i hope i don't have to keep using it (if it works that is).
 
pretty sure IRL i wont be able to hear tyre sound over V10 engine and wind at high speeds, stop defending this "do u have ability to do so IRL" as if rfactor 2 sound model is exactly like real life, invalid argument.
tyre sounds are excessive for me , it makes driving easier and unrealistic at same time....i want to get rid of it with simple sound mixer that WAS ALREADY IN GAME.

infact if this was realistic it would make F1 drivers look like noob, because with this new sounds i detect tyre lockup so early that no way in hell i can get so deep into tyre lock without noticing >
https://pbs.twimg.com/media/D26nZLkX0AEsD_W.jpg

just use the sound cues vettlel ffs , utter noob.
Perhaps tyre sounds are louder than you imagine? See 2:13 in this video.
 
Perhaps tyre sounds are louder than you imagine? See 2:13 in this video.
it could be the case, but couple of things to consider

1. where was the mic placement , if it was outside then that would explain loud tyre.

2.his speed compared to fpro is quite slow, hence lower wind speed and noise

3.you hear tyre more prominently when he is on clutch ....u can see how tyre sound disappears as engine goes into higher revs

4. he is skidding the tyres quite hard, i can hear tyre in "normal" driving and minimal tyre locking scenarios.

i have heard tyre sounds on many onboards and at the same time some onboard don't show any tyre sounds at all.
so just one clip can't disprove the logic that tyre should be quite compared to wind and engine especially when i'm not drifting the fpro.(like in the video).

whatever the case is, i just want sound mixer back.
 
Agree with that.
With all the formula cars, the wind is too loud in relation to the engine sound.
Also the tire noise.
Go over curbs too.
It may be similar in real life, only in rF2 we need something like a mix of old sound and new.
The engine sound should already be dominant.
It's just not fun the way it is now with the formula cars!
 
I wonder is the new sound engine even capable of having user customizable options like sliders? I want to lower/disable tire sounds, lower curb sounds etc if at all possible
 
Not only did the old soundmixing dissapoint me, the settings to adjust it dissapointed aswell. You couldn't fix a lot with them (not enough sliders) and on top of that you sometimes got that exagrated dynamic range when all sliders set to 25% which was nice but wasn't in mind when S397 created sounds for their cars (afaik), so...

..I really hope they develop a well documented standard (guidelines) for creating new sounds, so it is consistent. Not sure if that is possible, but would be great. We might not need any sliders anymore. Yay.

p.s.: the Oreca in the testing folder is well done allready when using speakers. I don't use headphones atm. It is going a good direction.
 
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I wonder is the new sound engine even capable of having user customizable options like sliders? I want to lower/disable tire sounds, lower curb sounds etc if at all possible
for most 3rd party stuff, you can lower the the first slider under the LEGACY banner and that should reduce the curbs. Newer cars like the rFpro and IR 18 have fully optimized sound and the legacy sliders don't do much. This is a transition, it will take time to get both mods and official content updated.
 
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