Yup, something I have been always unhappy with in games - sound attenuation. Just like you can't hear footsteps in games from distances larger than 10-20 meters, you can't hear car engine sounds in racing games from distances larger than 100-200 meters. This makes sound more like "necessary addon" rather than living, breathing part of the environment. Game developers seem to focus more on samples and effects, spending more money on recording, rather than focusing on sound propagation. And I'm not talking echo or doppler effects. I'm talking something so basic as sound attenuation. Yes, processing power may not have been enough in the past, but nowadays it definitely can be done. It should only be a matter of priorities set by given development studio, and Sector 3 studios says "wake up" They showed that their perception of reality transfers to what they do with their sound engine: I guess more studios are aware of the gap in their sound engines, but seems like this subject has been "left for later" for too many years, by too many developers, who tend to follow the same path for years assuming that "it's the standard everyone else is using and accepting". Perhaps even most developers have something like this in mind for later development.... But now Sector 3 studios say "wake up, time to do it right" The bar has raised and frankly, it's been too long Hopefully this will inspire and motivate to give sound some priority. Perhaps not this month or this year, but the longer you wait, the more love will Sector 3 studios win from simracing fans.