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I think Simbin still has the edge over everyone. Just listen to that lambo/audi V10.
That exhaust howl is simply spot on.


Not the best two clips i could find but will do. Some reverberations present in the IRL clip.

1:34 in is a good comparison.


Even though it´s clear all sims have some way before we get to real sounds i still think Simbin has done an amazing job getting their sound engine to where it is.
 
The best sounding car in RRRE may the the Z4 (new sounds) - it sounds great in flyby's as well as multi-car group passes. It has really good mix of downshift/engine-brake sound and transmission whine - good stuff.
 
Unless the number of samples are increased to the point that you have a couple of GB of well captured sound for each car from multiple microphones all mixed and combined perfectly I think its always going to sound quite artificial.

Thats why I believe it would be best to simply move to a synthesizer solution but the work and experimentation in that would be insane and is a R&D task on a par with the tire models these companies develop. ( and we all know how long they take to get to a good standard ;( )

Still with the current technology and the samples provided I think Kunos have done well , and for now I'm far more interested in the utility and function of the sound rather than the immersive potential of it.


The thing with synthesizers are.. they need to be calculated... and a good synthesizer can get very heavy on the cpu... yes you don't have the storage problem then... but when you think of a race with more cars... you need a synth instance for every car.. that can be very heavy for CPUs ... especially if it is a very good physically modelled synth... (which you would need to have all that things like exhaust etc) also to programm such a synth will get realy realy tricky till it sound real.. (in both ways.. to develop the synth and to do the sound design on it)

and btw.. if I remember right.. the first versions of nkp had a synthesized engine sound solution... and most people didn't like it so well...

lfs has somekind of hybrid system I think... were the raw engine sound is still a sample but then shaped through filters for the exhaust etc...(not 100% sure but I think it was something like that)


also you would still need alot of samples for the rest.. because for example the bangs and puffs.. will not be able to do with the same synthi.. also tire noises.. birds... crowds.. wind.. etc etc.. every kind of sound would need it's own kind of synthi.... that would first kill every cpu today.. and second would be so extreme much work to built the synthis and the sound with it then...

if you mean to use just "simple" synthis for the engine part... like they did for the first nkp versions... were it just makes a little bang everytime the engine bangs.. that might work for the functional aspect.. but it won't sound very immersive... yes you may have more "feel" for what the engine does.. but most of the people (including myself) would say.. ouhhh booring bad engine sounds..


the thing with samples vs synthis... samples are a picture of the real life.. yes they are quite static..not very flexibel ..but when it's done right the result often sounds more natural..
synthis are more flexibel for example they are directly linked to the rpm... so no need of blending samples.. and so a more direct and accurate response... but the result will always sound synthetic... if not a very advanced highend physical modelling synth is developed/used but that would be too hard for the cpu...


storage wise... it isn't soo bad how some might think... because for example for engine sounds.. a quite small sample is looped.. so the samples it self are not very big... (10 seconds are about 1.6 mb in stereo at 16bit 44.1khz) ... ofcourse it summs up... but with getting bigger storage and more ram all the time.. you can put there alot of that little sounds in already..
so I think perfomance wise.. samples are still the way to go... at least if you want something that sounds immersive/impressive and close to the real world... (and that a zonda still sounds like a zonda and not like a fiat 500 or so)
 
The thing with synthesizers are.. they need to be calculated... and a good synthesizer can get very heavy on the cpu... yes you don't have the storage problem then... but when you think of a race with more cars... you need a synth instance for every car.. that can be very heavy for CPUs ... especially if it is a very good physically modelled synth... (which you would need to have all that things like exhaust etc) also to programm such a synth will get realy realy tricky till it sound real.. (in both ways.. to develop the synth and to do the sound design on it)

and btw.. if I remember right.. the first versions of nkp had a synthesized engine sound solution... and most people didn't like it so well...

lfs has somekind of hybrid system I think... were the raw engine sound is still a sample but then shaped through filters for the exhaust etc...(not 100% sure but I think it was something like that)


also you would still need alot of samples for the rest.. because for example the bangs and puffs.. will not be able to do with the same synthi.. also tire noises.. birds... crowds.. wind.. etc etc.. every kind of sound would need it's own kind of synthi.... that would first kill every cpu today.. and second would be so extreme much work to built the synthis and the sound with it then...

if you mean to use just "simple" synthis for the engine part... like they did for the first nkp versions... were it just makes a little bang everytime the engine bangs.. that might work for the functional aspect.. but it won't sound very immersive... yes you may have more "feel" for what the engine does.. but most of the people (including myself) would say.. ouhhh booring bad engine sounds..


the thing with samples vs synthis... samples are a picture of the real life.. yes they are quite static..not very flexibel ..but when it's done right the result often sounds more natural..
synthis are more flexibel for example they are directly linked to the rpm... so no need of blending samples.. and so a more direct and accurate response... but the result will always sound synthetic... if not a very advanced highend physical modelling synth is developed/used but that would be too hard for the cpu...


storage wise... it isn't soo bad how some might think... because for example for engine sounds.. a quite small sample is looped.. so the samples it self are not very big... (10 seconds are about 1.6 mb in stereo at 16bit 44.1khz) ... ofcourse it summs up... but with getting bigger storage and more ram all the time.. you can put there alot of that little sounds in already..
so I think perfomance wise.. samples are still the way to go... at least if you want something that sounds immersive/impressive and close to the real world... (and that a zonda still sounds like a zonda and not like a fiat 500 or so)


Synthesized motor sounds is just total failure in every way ! Never going to work !

If you're going to capture the real sounds artificially it might be done with some kind of modeling software like they successfully use for Tube guitar amplification nowadays.

In the similar ways a modelling Guitar amp reacts to how you play on the guitar strings a Sim race engine could react in a similar way depending on how you treat your throttle pedal and gear shifting. I guess there are a lot more parameters in car audio though.
 
The thing with synthesizers are.. they need to be calculated... and a good synthesizer can get very heavy on the cpu... yes you don't have the storage problem then... but when you think of a race with more cars... you need a synth instance for every car.. that can be very heavy for CPUs ... especially if it is a very good physically modelled synth... (which you would need to have all that things like exhaust etc) also to programm such a synth will get realy realy tricky till it sound real.. (in both ways.. to develop the synth and to do the sound design on it)

Yes .... I was not talking about what's realistically achievable right now but more what would likely produce the best sound if done properly, hence why I said it requires a kunos / Jon carmac of sound.

I'm sure you could make arguments for both methods and get reasonable mileage from ether with different approaches.

People might not have liked it in the past because its simply not been done to that high of a standard.
 
Synthesized motor sounds is just total failure in every way ! Never going to work !

Lol bit of a bald statement , Could be the case that a combination of synthesized sound and recorded audio for specific aspects of the sound work well.

I would not be surprised if for things like transmission whine and subtle engine wobbles that would be best achieved with a synthesizer where as overall engine tone and other aspects of the sound are best done with recordings blended together.
 
That's not really fair , you could say that about physics or anything.
.

You're right, it wasn't fair. :)

But then again, I only know of one thing in life that is fair for everyone.

Sounds are really important to many racing/sportscar enthusiasts. I do think AC, the little we have heard of it, is sounding pretty good so far though. Maybe not as good as RRE but what I hear will work for me. They need to get the game out the door... perhaps they'll work on an audio version 2.0 as dlc later on that will take it up a notch. Let's wait and see what it's like in 1.0 when we are actually driving it!
 
If you just hear one of the cars in one gear in RRE you might think that the sounds are spot on.

But when you start shifting and especially down shifting hard you know it's light years from the real thing.

So far I have only heard realistic down shifting audio in netKar Pro. It might have been artificial but you can hear the fury of the engine when it roars as it is working when you shift and when the cars moves over uneven road surfaces.

Just take second gear for instance, it sounds completely different coming from 1:st to 2:nd than down shifting from a higher gear down to 2:nd.

I call it audio physics and I doubt RRE has anything like it !

I am confident that Assetto Corsa will live up to my high expectations !
 
Luca Sodano @Luca_Sodano
After a while, here you are the weekly audio teaser. Last time you heard a 599xx, now is the turn of another V12.

Concrete Cow @ConcreteC0w
@Luca_Sodano wow. LOVING that drivetrain jiggle! Is that a new improvement?

Luca Sodano @Luca_Sodano
@ConcreteC0w Yes, but still not fully satisfied about it. We'll see if we'll have time to improve a bit more. :)

Concrete Cow @ConcreteC0w
@Luca_Sodano love it! Keep it up it already sounds v.realistic. Only Doppler & reverb/delay needed to make sounds the best in simracing :)

Luca Sodano @Luca_Sodano
@ConcreteC0w Eheheh you know, i'm the first who wants to hear all these things in #AssettoCorsa. We're putting our best effort to do it.
 
Lol bit of a bald statement , Could be the case that a combination of synthesized sound and recorded audio for specific aspects of the sound work well.

I would not be surprised if for things like transmission whine and subtle engine wobbles that would be best achieved with a synthesizer where as overall engine tone and other aspects of the sound are best done with recordings blended together.


It's just the facts !
I am not the only human who can easily hear an artificial motor sound !
 
long long time ago :whistling: .. tomorrow it's 4 weeks since the last news (mercedes license) .. i hope this is just silence before the storm :) (and don't blame me for being impatient, i totally have the right to :p)
 
I think that we also need to differentiate the two very different aspects of engine/car sounds in any on-going sound discussion; one being interior sounds and the other being exterior/track-side.

Many people could not care less about the exterior sounds at all. Most of us may agree that many of the racing games interior sounds are pretty decent but, few of those games have good exterior/track-side sounds. RRRE and iRacing are the first games to raise the bar in terms of exterior sounds. Hopefully, that trend will continue with future titles - including AC eventually, if not in version 1.0.

Another distinction in terms of exterior sounds is how they are presented. Are they representing track-side, life-like sound (as if the player watching the replay is at the track) or that of being from the perspective of watching the race on TV. Again, these are quite different things as the sounds we get in broadcasts are heavily range-limited to allow audible speaking of the sports casters. There is no substitute for being at the track in person, hearing the real-life sounds of race cars but, I would love to hear replays get a bit closer. Obviously, doing so is ridiculously difficult - if it was easy, it would have been done already.
 
I think that we also need to differentiate the two very different aspects of engine/car sounds in any on-going sound discussion; one being interior sounds and the other being exterior/track-side.

Many people could not care less about the exterior sounds at all. Most of us may agree that many of the racing games interior sounds are pretty decent but, few of those games have good exterior/track-side sounds. RRRE and iRacing are the first games to raise the bar in terms of exterior sounds. Hopefully, that trend will continue with future titles - including AC eventually, if not in version 1.0.

Another distinction in terms of exterior sounds is how they are presented. Are they representing track-side, life-like sound (as if the player watching the replay is at the track) or that of being from the perspective of watching the race on TV. Again, these are quite different things as the sounds we get in broadcasts are heavily range-limited to allow audible speaking of the sports casters. There is no substitute for being at the track in person, hearing the real-life sounds of race cars but, I would love to hear replays get a bit closer. Obviously, doing so is ridiculously difficult - if it was easy, it would have been done already.


Kunos definitely knows what they are doing and they are certainly raising the bar for authenticity in all Sim Racing departments !




 
I don't understand how the The Lotus 49 looks so fundamentally different to drive in the video in AC than it does in other games ( in a good way)

Its weird that you have these three main developers , Kunos, i racing , ISI and seemingly the same cars handle in what appear to be totally different ways ( not just subtle differences) When they are all copying the same reality and all are making statements that there version is the most realistic or at least that there version is very close to reality.

All this can mean is that

1) one is more right than the others in certain aspects
2) Making simulated cars close to reality is ridiculously hard ;)
3) Each developer is maybe perceiving reality different as presumably for certain cars they all have close or the same numbers to put into there models.
4) I never want to work as a physics programmer

To me and I believe most people NKP always did the best job of getting the cars to have that feel of bite , tire lean and mass / subtle waghting of the car right weather that be with FFB on or off.

Why is this the case over other simulators what is it that the other simulators are lacking ?

i racing I believe has steadily improved in this regard with there cars gradually becoming more stable and in some regards so have the cars in RF2 so it seems like all the simulators are heading in the same direction.

I just wonder what it is that Konus did different with NKP that makes it stand out so much.
 

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