Forza Horizon 5 also uses ray tracing for audio -apkrig
The developers from the Playground Games studio have released the third episode of the community show Forza Horizon 5: Let’s Go, which aims to acquaint players with details about the upcoming game and, above all, behind the scenes of its development. While the breathtaking gameplay footage published during E3 may have been enough for someone, the show used to focus on creating the sky, for example, and now the developers are analyzing the sound side in it. In racing, audio is an integral part of the whole experience, and taking into account the number of vehicles and the possibilities of their modifications, it could be expected that the developers will not focus only on graphics as part of the planned progress. For example, the stream said that the sound would rely on ray tracing technology, or that over 300 new recordings of vehicle sounds were added to complement the existing library.
Let’s start with the mentioned ray tracing, which does not need to be used only in the visual areas of today’s games. Although we associate the phrase mainly with light and its realistic impact on the surfaces in the game, or its impact, the same radial in this way the sound can also spread. He therefore explained to the developers that they use the technology mainly to ensure that the sound is adequately reflected in the moment when you pass a solid obstacle with the vehicle, such as a concrete wall, when you enter a tunnel or just pass a building. The effect is reflected, for example, in the echo or other deformation of the sound, which would spread in all directions in the open landscape, which is to be reflected in the atmosphere and the pleasure of driving. In addition, the system is able to map in real time from which sources the sound spreads and adequately interpret it to the player depending on the position of his vehicle. This is not a groundbreaking feature, but we guess we will no doubt hear this change with adequate speakers or headphones.
The individual sounds are modulated, for example, depending on the exhaust used or the type of engine, but differences in the sound of gearboxes, turbos and other parts will also be included.
Furthermore, the developers focused on the very sound of vehicles, which was criticized here and there in the case of FH4. The developers therefore made 320 new recordings and use granular synthesis to compose them into the final sound. This means that the final audio, which we recognize as the sound of the engine, is actually composed of very short sound fragments of several tens of milliseconds in length, which brings with it the emotional richness of the whole tone. And while in Part Four of Forza Horizon, 10-15 percent of vehicles were sounded that way, in Forza Horizon 5, all available cars will use this technology. At the same time, the individual sounds are modulated, for example, depending on the exhaust used or the type of engine, but differences in the sound of gearboxes, turbos and other parts will also be included. In addition, the people from Playground Games have not forgotten about the different sound of the tires, and it seems that those who are the first to get their money’s worth. they go for new cars by sound.
Thanks to the performance of the new consoles, according to the developers of Forza Horizon 5, it will be the best on the Xbox Series, at least in terms of sound, and this does not only apply to the described sound of the engines, but to the audio as a whole. People at Plaground Games point out that the Xbox Series uses a new compression format that delivers better audio, and players on the Xbox One or PC won’t be able to rely on it. In addition to the sound, however, the developers also talked about the largest offer of cars to date, improved physics or thousands of possible combinations of improvements, which will be experienced by all those who reach for Forz at the beginning of November this year.