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Exploring Realistic Speed of Sound in Star Citizen 

BlackMaze
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28 авг 2024

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Комментарии : 180   
@shacknu9375
@shacknu9375 2 года назад
I wish and I hope CiG continues on the path of sound delay, sonic booms and taking into account different atmospheres!
@jonahhekmatyar
@jonahhekmatyar 2 года назад
One thing that they also miss is that in real life sound is also traveling through the ground after an explosion so you will feel the explosion before you'll hear it, especially when the explosions are far away. For gameplay it's as simple as having a lower frequency sound that doesn't have delay (to simulate the sensation of the lower frequency sound that gets transmitted through the ground) followed by the accurately delayed explosion sound. Although this could only really apply to on foot gameplay with explosions on ground (but this is also where the delay is the most applicable imo)
@Stedman75
@Stedman75 2 года назад
sound in games is the most overlooked, under appreciated "people wont understand" part of any game. sound is the one thing EVERYONE (besides deaf peope) understand, it crosses all boundaries of every kind, theres no reason it shouldnt be as realistic as possible. If people dont understand, it can be explained, and then they will appreciate it for what it is.
@DamonCzanik
@DamonCzanik 2 года назад
My first big game I developed was okay. But once our sound guy implemented music and dialog I was amazed at how good it became. Truly an undervalued group.
@twilink5810
@twilink5810 2 года назад
Sound is great but this is sci fi and it will very complicated to implemented. And more of that realism is nice but with SC it's more like coherent for the universe of game.
@Hackanhacker
@Hackanhacker 2 года назад
in a game dev perspectve ... Wrong ... i understand but this is basicly affectig combat and a lot of thing in the game a good equillibrium have to be found and imagine having no sounds around space station ... etc a lot of thinking and thing have to be considere to be implement is not only because it would be realistic that its should be in the game (im takling for only this game here)
@Hackanhacker
@Hackanhacker 2 года назад
@@twilink5810 exactly
@eziop5539
@eziop5539 2 года назад
Not just games, but films too. It's something you only notice by its absence or wrongness. HEAT ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ZL9fnVtz_lc.html
@Quazgar_of_the_North
@Quazgar_of_the_North 2 года назад
Your sound delay also ADDS more information for the player - it tells them more about how far away things are. The delay directly physicalizes the distance of a ship, an impact, an explosion in a way that a HUD range indicator just can't match.
@FrazzleCat
@FrazzleCat 2 года назад
When hearing PvP somewhere near an outpost it sure was odd to not see the ships. I thought they would be closer than they were.
@phil3114
@phil3114 2 года назад
As an old sim player I would absolutely prefer sound delay in everything. However, I am not anal about it, there are other areas where I'd wish for more realism first, especially atmospheric flight models
@sc_cintara
@sc_cintara 2 года назад
The atmospheric flight model isn't really all that bad, it is just that it is thruster based rather than control plane based, which makes it weird. For instance, a rudder gets wind-shadowed behind the tail fin when the sideways angle of attack becomes extreme enough, making the control plane lose effect. A thruster doesn't care about wind-shadow, so it continues to yaw the ship further causing very weird effects. So much of the weirdness of atmospheric flight is realistic, though surprising. In fact, the simulation is so good that it is revealing some issues with controlling a ship in atmo using thrusters.
@Empty12345
@Empty12345 5 месяцев назад
I believe they've recently showed us about making these type of changes 👍
@chainsov
@chainsov 2 года назад
I like the realistic delay much better. If I remember correctly, PUBG for example has realistic gunfire delays and people seem to be able to cope with it. Don't see why the Star Citizen crowd wouldn't be able to do so.
@OrionKaelinClips
@OrionKaelinClips 2 года назад
I'm all for it being more realistic in pretty much all scenarios, though when losing all sound in vacuum environments it could be quite disconcerting. Maybe there could be a setting for a "Simulated Audio Environment Feedback" (SAEF) that can be adjusted, to a point, for how much your helmet or ship systems plays back the realistic environmental audio vs. a simulated audio scape for tactical and general situational awareness. But if your helmet was off, and you aren't inside/wearing another SAEF enabled system, you would _always_ hear the realistic soundscape.
@Hackanhacker
@Hackanhacker 2 года назад
lol 🤪
@sc_cintara
@sc_cintara 2 года назад
You wouldn't lose all sound. In fact, you would hardly lose any sound at all. Most sound is from your own ship: your thrusters, your breathing, ship creaking, your own guns firing, your ship getting hit, etc. I love fly-by sounds in atmo, but in space they just make me cringe.
@Hackanhacker
@Hackanhacker 2 года назад
@@sc_cintara cringe lol So star wars is fucking cringe then they do drop bomb from space while statoonary lol ahahahahahahah
@OrionKaelinClips
@OrionKaelinClips 2 года назад
@@sc_cintara A lot of those sounds, particularly that of you own guns firing, are enhanced by the existing sound simulation system. Especially on larger ships where the weapons aren't even near the cockpit/bridge and your thrusters are far behind you.
@sc_cintara
@sc_cintara 2 года назад
@@Hackanhacker Yes. The world has moved on. I think Star Wars is more Fantasy than it is SciFi. And, yes, things like dropping a bomb from space while stationary is plain silly! For the bomb to drop you need gravity, but if you have gravity, you have to be in orbit! Or is gravity selective so that it only pulls on the bomb, but not the ship?
@ImpeRiaLismus
@ImpeRiaLismus 2 года назад
It's not really messing with my brain. This is just realistic to me. Really loving it.
@nonsolonoiatoday
@nonsolonoiatoday 2 года назад
Yeah the delay adds SO MUCH IMMERSION no question about it. Sonic booms sound awesome as well. Let's hope they embrace full realism. I really do.
@texnorthman
@texnorthman 2 года назад
Wow, didn't realise this was missing. One of those things that when you see it makes so much sense. Personally I'd be happy if they managed to just implement an earth-like sound delay in atmo, but the full delay would be great too :)
@planetwally
@planetwally 2 года назад
I like your proposed ideas for sure as it adds that bit of realism and real world simulation we all crave from SC - but honestly I would like to see focus on this more as 'polish' after we get some key mechanics worked out.
@davidhonnay1540
@davidhonnay1540 2 года назад
Thanks for the dedication of making this ! Full onboard with the delay idea, SC players can manage getting used to it (well, we've already demonstrates how much we can manage imho ^^).
@citizennarmacil7637
@citizennarmacil7637 2 года назад
I love the version with the delay. Flying faster than the speed of sound could also be strategic because it would reduce the chance to be detected in advance. So yes, I hope CIG will dare to try.
@clementuus
@clementuus 2 года назад
I'd also love to hear the pitch of the sound changing if a ship flies by slower than its sound. The doppler effect could create more immersion too.
@_Addi_
@_Addi_ 2 года назад
How cool would it be to specialize on different planets and learn things like the difference on how fast sound reaches you compared to others? It would allow the player to have an advantage of knowledge in certain areas compared to others who maybe havent done that research. It would be so rewarding and would make exploration, bounty hunting/combat and research that much more interesting. I love learning those sort of tidbits of knowledge of how certain things work to gain an upper hand. Thats one of my favorite aspects of sim games. I really do hope they add this.
@Omaricon
@Omaricon 2 года назад
I wholeheartedly agree! I'd personally like no sounds in space, but with the idea that one od the devs pitched where you have a piece of equipment in your ship to simulate sound, and that if it is damaged you lose sounds in space
@felixfj007
@felixfj007 2 года назад
From having playing a lot of War Thunder (read: too much), I now get surprised when games on this scale doesn't implement speed of sound. In War Thunder, if you spectate you plane from the front while flying supersonic, you won't hear you plane at all. With a game this immersive, it makes sense to have speed of sound in atmospheric flight, and in vaccum have some sort of augumentative sound system that translates the visuals in space to sound in the cockpit, similar to how Elite Dangerous does it :)
@tevarinvagabond1192
@tevarinvagabond1192 2 года назад
War Thunder has a small, small map....Star Citizen will end up having more than 100 star systems with tons of planetary bodies in most of them....if you don't see the difference in scale then I don't know what to tell you, lol. The thing is as well is that sound can be affected by atmospheric density, so it would require a LOT of work as they'd require many different variations
@felixfj007
@felixfj007 2 года назад
@@tevarinvagabond1192 well, warthunder, in their latest engine update they made it able to get colours, light refractions and other atmospheric data in their engine to show properly.. so if they input the data for Mars atmosphere, it looked like Mars. And I'm talking about scientific data, not having a designer make it just look like Mars.. That's what I expect CIG to do as well, have a formula that calculates the proper speed of sound and pitch for each atmosphere.. they already have the pressure and atmospheric composition already there on the planets..
@_Ker
@_Ker 2 года назад
@@tevarinvagabond1192 war thunder CHOOSES to have small maps for gameplay reasons for player engagement. On larger maps, players are so scattered that the speed of sound doesn’t affect gameplay at all, the sound delay is atmospheric as all engagements are within 1km for guns (little to no sound delay) and 4km for missiles (too far to hear any sound). Some people don’t like the speed of sound simply because they aren’t used to it, they thought it was a bug when it was first implemented.
@felixfj007
@felixfj007 2 года назад
@@_Ker That's right. Although on larger more open ground maps, you can also get a feel for the speed of sound if/when a large bomb lands some km away from you.
@CitizenRyan
@CitizenRyan 2 года назад
Beautiful video, is one of the most amazing things to watch those ships fly in formation like that
@Leptospirosi
@Leptospirosi 2 года назад
This would be great! I also heard some time ago, space combat without sound: the only thing you should hear is the vibration of yous ship under the strain of the weapons and engines you have on board or the impact of a hit on the hull. This is what immersion is, making you feel like you are in space rather then cheap Star Wars shenanigans Chris likes so much.
@eavdmeer
@eavdmeer 2 года назад
Well, yes and no. It would be great to have a switch. Can't be that hard to just mute several of the audio channels. There is a point to be made that for positional awareness, which is closely related to hearing, your ship would generate this soundscape for you to better be able to use your senses
@Phoenixstorm36
@Phoenixstorm36 2 года назад
Sound immersion is what sells any game to me. Even if you have low poly graphic, good audio design can do wonders.
@Ph4n_t0m
@Ph4n_t0m 2 года назад
The sound delay as the missile hits the mountainside is just *goosebumps*. One of the things I so much enjoy about CIG and the PU is the no-hand-holding realism. It pushes us to think, it says "we know you're smart enough to figure this out" so even the counter-intuitive delays become a *learning experience*! Look at the accuracy provided by Ubisoft's AC Origins and Odysses that resulted in schools using it in history classes! Wouldn't that be cool? My HS physics teacher having us explore the soundscapes of SC would have been suuuch a cool assignment! Who would have questioned why pitch is lower in less atmosphere? Heck I didn't know that until today at 42 years old! Go for it CIG. Set an example! Be good enough to be used in schools!
@bradleydrake636
@bradleydrake636 2 года назад
I’m 100% for this. I already knew I was for this, but this video really drove the point home. Great video. Hopefully it makes some kind of impact.
@paqx3534
@paqx3534 2 года назад
I disagree that its because of new tech that the bomb has delay - its because of GAMEPLAY that it has it, not tech. One of the most important things that the explosion VFX needs to do is communicate to the attacked player *where the explosion was* in a way that can be understood and acted upon tactically. In the case of a MOAB, there is a SUPER bright flash with stark shadows on impact - THIS is the immediate 'telegram' to the player of the bombs type & position. Since players accurately receive that information even from beyond a lethal distance, and because the mushroom cloud is so obvious you won't have a hard time visually searching for it (different for smaller missile explosions!) adding the sound delay on this specific weapon was a choice they could make without impacting the gameplay. Since its a special weapon, whose scale is a part of its character, it makes sense from an art standpoint that this factor of really large explosions happens with this specific ordnance
@forjo
@forjo 2 года назад
Since it's been established that ships use sound synthesizers to promote situational awareness, the simple solution is to implement those in helmets as well as ships and to allow all synthesizers to have three modes - Off, Realistic, and Immediate. Should be self explanatory.
@markobirovljev6618
@markobirovljev6618 2 года назад
What a great video! I enjoyed the research, editing, tone of voice, everything. Amazing!
@mijak
@mijak 2 года назад
Love it! Thanks for making the effort of showing what the experience would be like
@timvictor8926
@timvictor8926 2 года назад
I love it and want this! Sure, not quiet in a vacuum but definitely delayed sound in atmosphere.
@Qwarzz
@Qwarzz 2 года назад
If some don't like realistic sounds them maybe it could be an option to enable. I would assume this is something that can be built much later in development too.
@Sitr
@Sitr 2 года назад
Yep! Sound is a key part for immersion. I would LOOOVE the realistic delays based on the distance and atmosphere pressure. Also, that is another gem that adds to the pile of skills we learn as a player. The endgame being: all or most skills and their exsecution are based on the player and thieir choices and not on the character with it's stats, sliders and RPG modifiers. Want to be a good miner - learn to spot rock types from visual cues, understand the relation of instability, mass and other factors. Want to be a good vehicle figter - learn the placement of components in ship types and methods of disabling them. Learn the capabilities of various vessels. Want to be a good tracker - learn to interpret the sounds that you hearfrom your surroundings etc etc
@realKrovax
@realKrovax 2 года назад
Never thought of it, but now that I know, I can't unhear it! Great stuff, CIG here if my 1/4.000.000 of a go ahead vote.
@stefanpwinc
@stefanpwinc 9 месяцев назад
The biggest thing it helps with is to convey a sense of scale and distance, I'd welcome it.
@aimalepidas
@aimalepidas 2 года назад
This is awesome! Thanks so much
@stefensmith9522
@stefensmith9522 2 года назад
Sound is one of the most underrated parts of games. Just having great implementation of sound effects can take a O.K. game and make it absolutely awesome.
@embi04
@embi04 2 года назад
Amazing presentation. Great work. I agree that this sound engine would create greater immersion. in time even new people will learn this is closer to reality(and that SC is more simulation not only action game)
@xtremetuberVII
@xtremetuberVII 2 года назад
Oh man, you're gonna love it when they put the sonic booms back in for regular after the ships stats are tweaked with individual components. I miss our past sonic booms. ....... But I don't mind an even better proper space sim sonic boom instead of a generic one.
@qpSubZeroqp
@qpSubZeroqp 2 года назад
8:34 I agree with you that CIG should definitely "dare" (as you say) and implement Sonic boom and the delay as it is in real life because generally i think that if you're a star citizen fan, there would at least be a bunch of people that are also fans of air shows. So it would be cool to see real life physics like this being implemented in their game for those in the know. For those that don't know, maybe it would lead them down a rabbit hole of knowledge that would help them better understand real life physics when they look at the reason why the sound is delayed in game
@ProPotato
@ProPotato 2 года назад
Great video as always Maze! Also like that you don't just focus on Racing videos, it's good to have variety, especially when you have such a passion for the game. I personally think more tuned audio would have greater praise and more noticeability than creases in bed sheets. If you know what I mean ;-)
@NoobFlo
@NoobFlo 2 года назад
The Hurricane
@EE-STUDIOS
@EE-STUDIOS 2 года назад
Nice vid! Yes, I strongly agree that sound delay should be added. It’s one of the things that really adds to the surreal nature of combat as well.
@kevinm3751
@kevinm3751 2 года назад
Totally agree, the more real to life they can make things all the better!
@galacticmonkeh965
@galacticmonkeh965 2 года назад
Great job putting this video together and I agree with your points.
@Violentic81
@Violentic81 2 года назад
I wait for the sound delay on explosions, based on the range. Its always in an instant. Well i love that you used the Warthog as example.That bird is the reason, why i want more ammunition back. When my Gladius goes brrrrrrrrrRRRRRRT. its gorgeous
@red_cloud_o7
@red_cloud_o7 2 года назад
This is really awesome!! You got me convinced!
@sodiufas
@sodiufas 2 года назад
Look at arma, looks fine, bc if someone fire at u hear impacts around u first. For the space we have UI sounds. I dont see a problem at all in realistic delays, and think they will add a lot to the scale.
@Stratobrick
@Stratobrick 2 года назад
I like the delay. I'd also really like the ability to disable the simulated sound effects when is space as well..or at least for the sound simulation to be disabled when the ship is heavily damaged or powered off.
@Uluru1410
@Uluru1410 2 года назад
Love your great video! I’d wish, too, we had sound delays and frequency shifts coming in SC.
@nick_cartago
@nick_cartago 2 года назад
I totally support your ideas, let us experience the reality of physics around the verse ... stay real!
@adamu6941
@adamu6941 2 года назад
Totally agree with that ! The sound is this game is really well donc ! It begin at Port Olisar
@jasonwestmoreland7337
@jasonwestmoreland7337 2 года назад
I'd love realistic sound delay - but I am also ok with a game play decision to modify reality so people less familiar with these delays have a better time with the game. Amazing job on the video, you presented things clearly and had great footage. Keep up the good work.
@Damivarius
@Damivarius Год назад
It would be cool to see the sounds of space muted while more of the ship sound reverberates throught the ship.
@j.d.4697
@j.d.4697 2 года назад
I was constantly 😮 when watching gameplay videos and hearing ships fly by or people's voices in the in-game VC echoing in caves and being modulated by other environments...
@HazerArctic
@HazerArctic 2 года назад
This video was marvelous, well done.
@redrumcoke2363
@redrumcoke2363 2 года назад
I can understand making a delay in atmo on every moon/planet (with any atmo) to where it is similar to Earth, because that is what something like 95% of the laypeople playing are pretty much used to, since most won't know, or won't really care much about specific atmo densities. I also understand why CIG doesn't add a delay for weps that don't provide much visual representation for what is happening/where they're source of fire is (almost invisible ballistics < missile with at least thin trail and short explosion < size 10 bomb's huge explosion that lingers for days, etc). I know what you're saying, but I for one like having it pretty much the way it is, with things like lasers and then ballistics reporting pretty much instantaneously, so that we can see what is going on, and things like fly-by's and giant bomb's being delayed. I'll settle more on the comprehension of most players and "rule of cool" (ie: sound in vacuum of space) over more realistic sonic movement).
@theforgedone
@theforgedone 10 месяцев назад
I really want sonic booms. If I had to choose only one of these (delayed sound for guns, delayed sounds for bombs, or sonic booms), I'd take sonic booms every time.
@CitizenRyan
@CitizenRyan 2 года назад
I'm on the wall about this. I expected to like the idea of realistic delay and I do think the sound delay on explosions is cool, but when the Pisces lasers fired I wasn't feeling it- I think possibly because we were still really close and felt it was possibly too long of a delay. But for missiles and explosions at a minimum I think this could be a good way to go Oh, with the sound in space you're talking about, there is a video or writing somewhere that said this would be a system that could be taken offline (willingly or unwillingly)
@billywashere6965
@billywashere6965 2 года назад
Yeah during PvP I wouldn't really like having the sound delay because I use that to gauge distance of the fighter; immediate shield impact + sound makes it easy to know where you're being hit from or from which direction multiple targets are firing. You sometimes need split-second reaction times to deal with the threat, and having any sort of sensory feedback delay could really disrupt the PvP/PvE.
@N0xiety
@N0xiety 2 года назад
@@billywashere6965 Instead of relaying that with sound, they should do it like how other games does it, give some sort of flash indicator at the side of the screen. So basically like sensors. Show indication of which side the ships shields are getting hit at etc. Totally possible to showcase something like that in a helmet, so it also makes sense. If people think realistic sound is too much for pvp, might as well remove projectile and missile travel time too, just make them reach the target instantly, it would help make PVP easier, so why not yea? You see how bad it actually would be if such realistic features were to not exist? Now, you are used to playing with such realistic features that you probably wouldn't want it the other way even if it would help you in PVP right? You will get used to having realistic sounds too, just as you are used to projecticles not being an instant hit the moment you fire them, and it will be more fun and immersive that way...
@billywashere6965
@billywashere6965 2 года назад
@@N0xiety They already have indicators when you're getting hit, but also when ships are shooting and you can hear and see the fire when they miss, it gives you an idea as to what position they've taken up when they're out of sight. Once again, it gives you immediate feedback on how to adjust your movements and from which direction. There is no delay in reactions based on delayed sensory feedback. Just like how they muffle they sound in space without completely removing it, because it's realistic to a degree, but without taking away the gamification aspects. Missle/ballistics/energy travel is necessary because it once again feeds into the meta; different weapons have different travel velocities. Ensuring the weapons aren't hitscans means you have a variety in what weapons to use, why and for different purposes; once again, there's a gameplay connection to the visual effect. There isn't really a benefit to creating audio dissonance for players, especially when combat is involved. You're trying to make 1,000 micro adjustments based on a number of factors, having the sound delay adds confusion to that. Turning visual cues into hitscans wouldn't help me in PVP at all, and having realistic travel times helps gauge when and how to react to certain encounters (especially missiles (viz., when to dodge vs when to pop a flare)). Delayed sound isn't something you get used to because you're already going to be getting hit before you ever hear the shot, so it's always going to put you at a disadvantage every single time.
@Jezato
@Jezato 8 месяцев назад
I'd definately vote for the realistic sound delay, it just depends how difficult it is to implement with all the different actors in game. Immersion would be ideal and just like you said give us a choice. It'd be awesome to hear what it'd be like with the muffled cockpit sounds.
@IceyJones
@IceyJones 2 года назад
i would TOTALLY like realistic sound propagation in SC. i dont mind that in ships (artificial sound generation tech without delay), but in external view and SPECIALLY in FPS the speed of sound should be taken into account. FULL realism in this scenarios pls......it adds so much! AND also opens strategic gameplay options and can have gameplay implications! that ADD to the immersion! pls CIG go the DCS path....PLUS taking density of athmo into account in FPS and external cams in cockpit, keep it instant
@TomTrustworthy
@TomTrustworthy 2 года назад
The delay would help too, we could understand that something is happening far away or right on the other side of the hill or something. I could understand avoiding this delay as CIG does IF it was very taxing on our computers or their servers. Just choosing to not put it in because some people will think the sound is lagging is not a good choice.
@jimmy5322hk
@jimmy5322hk 2 года назад
I agree that people will adapt and learn so CIG should go for sound delay. This will also add another layer to the gameplay in which veteran can understand the situation of the battlefield better than rookie.
@soleenzo893
@soleenzo893 2 года назад
I think it would be great, once you understand why and when delays happen, it increases the sense of scale, showing the vast distances visuble events are taking place at.
@bharatsharma3233
@bharatsharma3233 2 года назад
I feel that a large chunk of the gamers in StarCit have come from simulations like DCS or even ARMA. Even folks from other shooters would have encountered sound propagation delays (even Halo 1 had that). So sound propagation, echoes would be a welcome addition. Personally, I would even find it more immersive to have quieter space battles. I believe the game already has "simulated audio" in lore?
@McLoven-vm1ck
@McLoven-vm1ck 2 года назад
Yes, i would prefer the additional sound engineering to more closely emulate physics and increase immersion.
@PbPomper
@PbPomper 2 года назад
CouIdn't agree more! I would love to have actual speed of sound implementation. It brings much more immersion. It also doesn't make sense to me that CIG wouldn't implement this as everything they normally do is procedurally driven. Also think of the cool experiences this will bring on different planets with different atmoshperes!
@krdietiker
@krdietiker 2 года назад
Yes please. All of that!!
@Cr4y7-AegisInquisitor
@Cr4y7-AegisInquisitor 2 года назад
The delays are cool! Maybe they could be shorter than realistic to improve gameplay, while keeping some delay for immersion
@Ace-Brigade
@Ace-Brigade 2 года назад
Could not agree more!!!
@stationbobofficial
@stationbobofficial 2 года назад
I do see your point, and I do agree it feels more immersive. However.. I don't know.. I can't help but feel having "the information" i.e. Oh shit, a missile is coming! as soon as possible is "better" from a gameplay point of view, in this limited case at least. EDIT: Having read several comments below, I now prefer the idea to have this as an option. "Realistic" or "Instant" I do see your point and appreciate it, as well as the beautifully produced and edited video! Thanks for the great content as always. o7
@atlas7309
@atlas7309 2 года назад
I think a good way to implement sound delay could be to use a similar sound delay as we would expect on earth. Although not as immersive, it would be more realistic than instant sounds and less confusing too.
@thidburger7073
@thidburger7073 2 года назад
This vid deserve much more likes
@ahanlon9315
@ahanlon9315 Год назад
Funny thing is, by taking that step of immersion by doing realistic sound delay, the point of "people not understanding it" would end up resolving itself as they'd then be educated on Physics just by playing a game. By adding real life systems to a game it ultimately acts as a form of secondary education instead of a mindless game.
@tommybrown9104
@tommybrown9104 2 года назад
My only concern with sonic booms would be the huge impact it would have around the spaceports. You would have to implement and real world speed limit for flying around inhabited areas. This is just one reason why the sonic booms are not implemented. I loved the video and would enjoy the added realism outside of populated areas.
@jealp666
@jealp666 2 года назад
That's a bit of a non issue mate, no air no boom. You can go as fast as you want in space the only noise you're making is your ship systems, your engines and any debris you hit. In game we hear all that for gameplay reasons but irl you wouldn't. As things stand even if they implemented sonic booms you wouldn't have them in space or on planets/moons with no atmosphere. (Edit: Spaceports not space stations yeah my mistake. Good point speed limits around inhabited areas just sound like a good idea anyways)
@mrtinythumb5363
@mrtinythumb5363 2 года назад
omg this would be amazing, YES PLEASE! :D
@catsyrup5455
@catsyrup5455 2 года назад
I want see a option to turn off sound in space, for me it would be a lot cooler if I was Eva during a battle and I can only hear it if I’m touching a ship.
@Ash_Rackham
@Ash_Rackham 2 года назад
CIG said that there is a module (not yet implemented) which actually translates that vibration etc in to sound, apparently this module will be physicalized (removable) and destructible.
@catsyrup5455
@catsyrup5455 2 года назад
Like a component on a ship?
@kbxt
@kbxt 2 года назад
I fully agree CIG should implement realistic sound travel times. People will cope!
@Osashes
@Osashes 2 года назад
This is one of those cases where every once in a while we agree 100% 😂
@BlackMaze
@BlackMaze 2 года назад
😍😘
@JustaThing
@JustaThing 2 года назад
If this is a petition I'm signing it
@levai0fjack
@levai0fjack 2 года назад
Yes, I like more sound immersion in the game. The speed of sound in atmospheric flight and in a vacuum like star wars. SFX in space is nicer to have.
@sevvven7up
@sevvven7up 2 года назад
this is such a good video
@jall3436
@jall3436 Год назад
CIG is already doing "audio simulation" while you are in a ship, I think this would be great as a tactical thing in a ship having little to no delay for tactical reasons. having the ability to turn it off would be really cool, @HybridVAudio has has great examples of the audio simulation being turned off. since inside a ship would use the ships systems to simulate the audio, anytime you are not in a ship or vehicle that can do the sound simulations, having a realistic sound delay, sonic booms and other effects to make things sound and feel more realistic would just add to the experience in my opinion. @HybridVAudio video is linked here. THE TAIL GUNNER | A Star Citizen experience ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-SxkDi4s3zm4.html
@DriftaholiC
@DriftaholiC 2 года назад
I agree.
@aguspuig6615
@aguspuig6615 2 года назад
Didnt we already have sonic booms? Ive seen plenty lf flyby videos with sonic booms in em
@zizhdizzabagus456
@zizhdizzabagus456 2 года назад
so how would they deal with atmosphere o atmosphere situation, if we dont mute sound in space at all? like the higher we fly less dense is atmo, slower the sound ant then in space? where most battles probably gonna happen?
@michaelsmith2039
@michaelsmith2039 2 года назад
I personally like the realism with the sound effects and visuals as well. I can understand the gameplay decision though when it comes to situational awareness for FPS players, especially in low vis environments. By the time you hear the sound its too late to correctly identify directional target acquisition and response. CIG could offset this with improved sensors and HUD information in spacesuits and ships which would then allow for the correct sound propagation and incentivize gear choice.
@Axi-Sol
@Axi-Sol 2 года назад
they should take a play from Gaijin (war thunder) and have speed of sound as an option so that players get to choose what there're game experience is like
@alderankorym
@alderankorym 2 года назад
I think we could strike a happy medium with having delays but shorter than in real life. Like if speed of sound was lets say, twice as fast. It would give that sense of delay without being too unintuitive, uncanny or gameplay braking.
@SONYUSR
@SONYUSR 2 года назад
Cig take head fof this guy, immersion is fantastic. We get that you want to balance for gameplay, but man the possibilities are great. If I'm trying to be a stealthy arrow, do I fly slow to prevent a boom of fast so the boom happens too late?
@Wbroach24
@Wbroach24 2 года назад
That makes me wish we could cause avalanches and stuff now thanks XD. Yes I liked the delay much better we'll see how it goes.
@animusnocturnus7131
@animusnocturnus7131 2 года назад
The issue with this would be that you might not get to react to gunfire by griefers at all anymore, because you're dead without ever getting any indicator of being attacked.
@vorpalrobot
@vorpalrobot 2 года назад
Delays on Microtech being different than Clio would be confusing, but then you go to space and the simulated sound is instant... It's confusing and all over the place. Check out the Claudius audio system they're switching over to, maybe there will be options for you there.
@Crown_VIII
@Crown_VIII 2 года назад
They are really missing sound signature for ship engines. They all sound the same. Being able to hear the roar of a hammerhead or the scream from a talon dive bombing.
@AdmiralCox
@AdmiralCox 2 года назад
i think becouse many people havent realy expirienced these sound delays from explosions over great distances or sonic booms from fighter jets or bullet impacts before hearing the firing sound they would think its a bug an be confused by it. the only thing most people know this kind of delay from is lightning and thunder. so i dont know if it would realy add that much to my emersion in game.
@jedadiahtucker2132
@jedadiahtucker2132 2 года назад
CIG yes please do this
@Azariel-Horfald
@Azariel-Horfald 2 года назад
I think the delay for the missile was a tad to big , also they should try and ad shockwave
@FinNapalm
@FinNapalm 2 года назад
Good stuff.
@adamhackett5812
@adamhackett5812 2 года назад
Amazing Video
@EmanuelRotter
@EmanuelRotter Год назад
Nice work
@seanboundy8365
@seanboundy8365 2 года назад
As someone who used to play a Lot of Arma 3... and listening for the sound of distant shots vs visual impact. It has always been one of my greatest wishes for this game to have a sound team focus on realistic sounds. The idea that sound delay would "confuse" players is total BS. "Immersion" is part of the whole experience, and if that's what CIG claims to go after... then stop worrying about confusing players who have to learn that sound delay is part of the natural process of life... but are perfectly content with confusing players who can't enter elevators via some invisible force field LOL Without Real sound, there is No true immersion. You are losing a critical and natural element that can be learned to use to your advantage in so many scenarios
@ovaldreamx4397
@ovaldreamx4397 2 года назад
Add that and doppler and 3d sound cones and I'll be super happy
@apexazimuth
@apexazimuth 2 года назад
Awesome vid.
@keksisthebetrayed8494
@keksisthebetrayed8494 2 года назад
Honestly it would be nice if there was an option to turn on speed of sound delays like War Thunder has
@kristoffernordlund8392
@kristoffernordlund8392 2 года назад
It is more immersive. and it would be nice if it was added. Though adding it would come with a cost. And then we have to decide if the immersion is big enough to be worth it. So would we notice it if we where not focusing on it? Most people probably wouldn't, and so I dont think its worth it unless it can be done in less then an hour for all sound, or it doesn't ubstruct work in other areas. Its like the leaves blowing around in a certain patter when you run in the leaf piles of orison, It was basically featured in Inside star citizen, It looked good, though was it worth it? Its not like anyone noticed it been implemented, maybe because the leaf piles are static, though their is leaf blowing around you in "realistic" patterns when running through the piles, they don't look at all as good, and the desync often makes it happen after you run through it. Another problem adding details is that when you notice one detail you start noticing where the details are missing and that creates a problem in it self, as it actually takes away immersion from the bigger picture. Good video though.
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