For starters, I'd like to compliment the ISI sound folks for nice improvements that we have had the pleasure of hearing lately. ...and then off to my pet peeve. Sounds. Question: How is the sounds managed in rF2, when it comes to sound distance damping and emulation of different db levels between vehicles (Obviously can't use actual db differences for a game) ? Is there to be expected a proper implementation of reverberation/echoes (Trackside replay more in particular) ? As a reference I'd like to throw in following link: http://sengpielaudio.com/calculator-distance.htm There has been odd post here and there about the topic at hand, but more widespread conversation about for example, sound environment building, would be great.
It's actually weird that we don't already have a sort of 3D-sound standard which could process all the math on either CPU, GPU or a dedicated addon APU (?)
Indeed. Very interesting article about capturing engine sounds for games by Greg Hill: http://www.gamasutra.com/view/feature/131344/capturing_engine_sounds_for_games.php?page=1 Incase if not familiar with his work: http://www.gamasutra.com/view/authors/295636/Greg_Hill.php http://www.soundwaveconcepts.com.au/
Sounds is still one source of frustration in simracing. It can be done properly but seems to get overlooked quite often. I will admit that it got a bit better in the last few years...but is still lacking in most sims. One of the best I've heard is the DRM for rfactor.
Sound is arguably as difficult to simulate as car physics (when not "fluffed"). It's something we can and will improve. So far improvements have been largely in the samples and our basic usage of them, larger improvements will require new coding. Sent from a mobile device using Tapatalk
Greg supplies most devs to this day, including ISI and iRacing. Sent from a mobile device using Tapatalk
after best graphics, project cars now also has best sounds: http://www.youtube.com/watch?v=l-MwyVlLmvI http://www.youtube.com/watch?v=kRqDBkCzqSc
PCARS team has always been very good at sounds (Shift/Shift2). Im sure that Greg is responsible of their sound samples aswell
I was referring to the 'Very interesting article about capturing engine sounds for games by Greg Hill' Which is why I'm amazed noone have specialized in making a 3D-sound standard for possible addon hardware processing. As it happened with for 3D-graphics with "3dfx" back in the days, first for DOS and then DirectX for windows.
A few weeks ago I was watching a PCARS dev video where they were getting feedback from a real F1 driver. I was rather shocked when the guy told them that in order for it to feel good THEY NEEDED TO REDUCE THE INPUT LAG TO THE WHEEL!!!! I couldn't believe that they HAD NO IDEA of that problem that completely made shift 1 and 2 unplayable.... If the dev's still didn't know about things like that then I completely expect to be disappointed when CARS is released. Not to mention that the PCARS engine is the same engine that the Shift series used, only updated. Sigh.
Pcars to me is nothing more than a console game for the PC .. or like that girl that looks real pretty but is dumb as a rock ...LOL Just my feelings ...lol
I FOUND IT! Just look at that input lag... UHHHHGGGGG!!!! seriously how could they let this happen especially after the very vocal uproar that was heard around the world after shift and shift 2 came out. I MEAN THEY EVEN RELEASED A PATCH that was supposed to fix it lol wtf Anyway here's a quote... Heres a link to the article. http://www.teamvvv.com/en/news/comm...ct-CARS-steering-response-and-karting-physics
http://www.youtube.com/watch?v=SpmzY2qE9PU Listen to the pads trying to arrest the rotors, listen to the popping due to unstable combustion, listen to the rumble strips, listen to the compressor, listen to the gearbox whine, listen...and try to count the total number of sound samples you hear in this video.
Well, that's Nicolas Hamilton, who is the brother of F1 driver, Lewis Hamilton, but he does race other classes himself.