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I thought about for long how SFX in f.e. airsims are done nowadays: different engine characteristics are just one thing. Are there still samples / recordings in
by palemoonale 3y ago
I thought about for long how SFX in f.e. airsims are done nowadays: different engine characteristics are just one thing. Are there still samples / recordings involved?
Same with racing or train sims.
- msephton 3y agoI expect so, but it would depend on the game. I know they still use engine samples (and probably hugely advanced systems for playing them back) in car racing games like Gran Turismo.
- pengaru 3y agoYou might find this software interesting: https://www.youtube.com/watch?v=RKT-sKtR970 https://www.youtube.com/watch?v=RKT-sKtR970 I don't know if any of the state of the art flight/driving simulators are doing this kind of engine noise synthesis already, but they should be.
- palemoonale 3y agoThanks!
- meheleventyone 3y agoThe problem here is mostly computational cost. Simulating finer grained details needs a proportionally higher tick rate. In this case although the engine sim seems to be 2D and the gas sim 1D but both would need really high resolution to output sound synthesis. Driving games for now are largely putting that work into tyre dynamics as it’s such an integral part of the driving experience. Maybe there’s head room to do this x number of cars on the track but I don’t think it’s a foregone conclusion that they can just slap in a similar simulation.
- pengaru 3y agoWith modern systems having so many cores there's plenty of compute available for at least simulating the player's engine sounds more elaborately... They don't have to do it for every vehicle in the sim.
- meheleventyone 3y agoThat’s certainly the hope how well it matches reality is the problem.