In the Race Off live stream the one blonde lady didn’t even know what a Frunk was until that live stream when one of the other devs was talking about it
the idle in fh5 is actually so annoying because its so quiet and all the cars idle so much higher than they're real life counterparts which adds to the frustration of the idle being as quiet as it is
FINALLY SOMEONE HAS MENTIONED THE WIERD BEHAVIOUR OF TURBOS STUTTERING AT THE SLIGHTEST TOUCH OF THE THROTTLE, I THOUGHT I WAS THE ONLY ONE WHO THOUGHT IT WAS A PROBLEM!
Hmm.. have we been here before lmao. I sort of agree tho. It’s just funny because everyone used to be so unhappy with the sounds in previous games, and they were so happy with FH5 😂 But I seriously think some things and many many cars have gotten way worse
i think a thing a lot of people forget is a big reason why features like turbo's being repeated and gearboxes being repeated as well, there are 1K cars planned for this game and i can only imagine the time it would take to change every car in it's own unique way, and adding more stuff like that would make it's already huge storage bigger, so they mostly chose to focus on in game features and adding more cars than just upgrading the realism on the cars we have now.. still though they can still do this and that would be awesome, but that is a good reason why they probably didn't
The part with the anti-lag, it makes sense to always be on since its anti lag and not 2 step or rolling 2 step. 2 step builds boost from a standstill while anti lag keeps the turbo in boost so when you get on throttle the power is instant And for the assetto corsa part, that is not anti lag nor 2 step. its a spark cut
I’m lucky enough to own a Hellcat Challenger IRL and the instant bear change is most likely emulated that way because they most likely had the car in “Track” mode, where the 8 speed gearbox makes almost instant gear changes.
Antilag is a system that allows the turbo to hold its rpm between shifts which is why it pops and bangs contantly and coupled with how turbos work in forza it acts the same way as the stututu noises
yeah I was gonna say the same thing, just saw a nearly 3 year old video where someone got a very similar sound to the NFS MW BMW but the gears don't sound like that anymore. the aston martin vulcan amr still has very loud straight cut gears sound though if you keep the stock transmission which is amazing
As a person who lives in an area where there's all different types of cars with different customizations and engine sounds and exhaust pipes I can confirm that Yuwan Thayakaran is 777% correct with everything he said in this video speaking of which today I saw/heard a Toyota matrix vehicle with a pretty decent sized exhaust pipe on it also can we have a petition for Yuwan Thayakaran to help Playground Games to develop FH6
Okay, I agree one thing - random backfire. Like, you take stock Pagani Huayra and you get backfire... Like what? At last Forza Motorsport did something bit better - backfire animation, sound and not so annoying.
the BMW doesn't even have straight cut gear sounds anymore, the only whining you hear in that video is the supercharger. just saw an almost 3 year old video where someone got a very similar sound to the NFS MW BMW but the gears don't sound like that anymore sadly. the aston martin vulcan amr still has very loud straight cut gears sound though if you keep the stock transmission which is amazing
Idles would be good if Forza added some realistic sounds. The audio you played was a lumpy LS so the corvettes would sound good idling like that. And the turbo spool could use some attention too
I am baffled at the fact that cant the Dev go out and look for cars or get a deal to get those cars and record them at its finest quality, or do what Initial D did for the original 1998 show, fun fact the sound that was made for the show was made by the guy who obtain the sounds for Pokemon like the Poke ball and more, the sounds is just so good (Its dated but its genuine) I think forza did the same but didn't do it to its finest
I recently tried making some shifting sounds and realistic turbo spooling and flutter sounds in Scratch 3.0. For those of you who don't know what that is, it's a pretty basic visual programming language designed for kids. It took me about 15 minutes to code sine wave based shifting sounds, turbo spooling with a simple boost simulation using linear interpolation and flutter sounds with the pitch based on the boost you had before releasing the throttle. So if I am able to do it on my own in 15 minutes, how is a multi billion dollar company incapable of doing it 6 years after the development of the game started? It makes no sense to me.
I dont know if you know this, you could buy a hellcat with a regular manual transmission apparently. So the sound is right for that, but the interior with the paddle shifters is not lol
I honestly wish they'd just go back to their old way of producing cars sounds. This new system of finding specific cars and recording them just takes WAY too long for them to properly make every car sound good. I get what they were going for with the attention to detail on the sounds but majority of the cars they use in those recording sessions sound like trash anyways so they aren't even getting anywhere with that. The old way of doing car audio literally had some of the best car sounds in the series so I think it'd be best if they reverted back to that.
Just found your channel and love the video I 💯 agree forza 3 had the best car sounds.. alot of the cars don't sound no where near as visceral as their real life counterparts.. and induction noises really need an update and more variety if it's supercharged or turbocharged I wanna hear it and feel it just like the real thing definitely need more compressor surge/blower noise variation.. I enjoyed the addition of anti lag but would love rolling antilag/2 step and rotaries definitely need more horsepower too but my favourite car atm is the Valkyrie I love the sound but for example 1000 plus horsepower Rbs 2jzs etc sound weak compared to the real cars making that kind of power.. hopefully they listen to the community more for a change..
i have a solution for the fading gear: set your setting to manual with clutch but don't use the clutch. and if you shift you need to press the gas pedal just a little bit and it will fade!
is that how anti lag works in real life? tuners tune their car and then rev up to the redline and flames come outta the exhaust like machine guns. also i think you were using manual gearbox in the first point cuz choosing automatic gearbox from settings make the needle rev up to the redline and shift
also, the sound of straight cut gears should NOT be in tune with the sound of the engine itself... when you change gears the gear ratio changes so the “pitch ratio” should obviously change as well
1:37 so I know why they screwed up the transmission. It’s like someone is shifting it with a stick. Not actually taking into consideration each cars gearbox
As for your point on Gearbox It's false. The demon, lambo and PDK shifting time are pretty accurate. Because gearbox in Forza doesn't slip, therefore the sensation of Torque Converter gearbox doesn't show here. PDK, just position yourself on the hood cam and judge again. Yes, they don't feel the brutal part of the lambo but this is still virtual. The oscillation between shifts are good enough for me. Also, not all automatic shift quick in this game. Just try the SL65. The only car where the shift is not accurate is the LFA, which you didn't show. In real life, that car shifts very slow. In Forza however, it shifts like a Mercedes MCT.
Well for one thing, the turbos are different, different sound and different blow off valve. If you don't go buck wild building a car with only Race Parts, you can actually have a better car if you DON'T use race parts. My main thing with Forza being wrong in so many ways is they try to balance the cars due to the fact that it is a game and most game developers try to keep the game balanced.
The fact that that gearboxes don't have this oscillation sound, is because gearboxes itself don't oscillate, unlike Forza Motorsport. BeamNG developers have done it better.
I would also like to point out that the limiters of the car are not accurate at all, for example if you bring a lexus lfa to the limiter in fh5 it does not sound at all like the real deal and so on with other cars
Firing the Current (Lazy and Arrogant and Incompetent and Woke!) Sound Team, Hiring the Team that did Motorfest (Best. Car. Sounds. Ever...) , Changing the Audio Middleware to FMod, WWise or REVS, ramping up the Bass (especially on the Idle Chop for the Big Block V8's, some of the Big Block V8 Idle Chops in the Base Heavy Motorfest are *Brutal* ! just as they should be!), adding in some really Awesome Sweetners to the EV's to make them sound less Boring (such as Motorfest Mixing in the Scream of a *Judd V10* ! to the whine of the E-Motors on the ID-R) , getting better mikes such as Shure (Which Codemasters use), stop the "one size fits all" Approach to Turbo and Pops and Anti-Lag and Launch Control and Gearboxes (as you said) and make them more Authentic by using Timings and Sounds taken from the *actual Cars themselves* instead of the one setting that some Purple Haired Potted Succulent thinks "will do" for all the Games cars, Using a Dyno Bench to get under Bonnet Sounds (Such as Turbo Spool/Blowoff Rates and Sounds, Burbles, Transmission Whine/Clunk and the Engine Hang/Fade due to slow Gearshifts on Auto's, etc ) and the Gear-Shift Timings on all Gears, as well as a Test Track for the Rest and Hiring an Expert Car Finder such as Craig "Fast and Furious" Lieberman to do the "Raw Sound" Sourcing from the *actual Cars* (as well as the 3D Scans so they can all be remodelled correctly! we want a Model of a *French* 500E! Not one of an American 500E!) so there is no more just making the Sounds up from random "Sound Grains" !! and that is just off the top of my head! PS... be Funny if they did add Stop/Start to cars that have it IRL in FH6...