I think you people are attributing far too much importance on this. The biggest point of dynamic range in game audio is to make sure quiet sounds can be heard at low volume. It is a improvement that absolutely should be implemented as it should actively normalize volume levels by intelligently ramping up different sounds according to their real life decibel output in ratio to other sounds. However, saying dynamic range (of rather, lack of dynamic range) helping to make engines sound more powerful by increasing the volume difference between idle and high revs is just flawed thinking in my opinion. Have it as an option if you must, but the proper idea and industry standard, is to build audio that still works on small speakers. Following DICE's principles on this matter would be the best option regarding the do's and do not's of audio design, as they are pretty much the genre leading for game audio in FPS. For better engine sounds, I think the effort should be spent on improving the essence of torque and shifting primarily. That would make a far greater difference than what dynamic range ever could. I have analogy; strike a power chord (pun intended) on an electric guitar, sounds awesome! Now turn the volume off, strike a power chord again and then turn the volume back up. - That's metaphorically what I think is wrong with most engine sounds in sims. Audio samples that have the power and volume, but the beginning is missing or smoothed over by the stitching together of those loops. More specifically now, I believe the sound engine needs to address what happens to sound during the transference of torque and alter the audio samples with a system that synthesizes real life recordings. Once that can happen, we can start playing around with other components like transmission whine and spilt engine noise into exhaust and intake using modifiable algorithms that process audio samples on the game engine side. As we all know, the key to solving bad external sound has a lot to do with intake and exhaust sounds. So synthesizers could take a lot of the burden of recording engines as well as reducing memory footprint, however I also know it will never be a great as professionally recorded car sounds on rolling roads. But hey, I think it's worth thinking about as rFactor is all about building the framework for something bigger.