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Feature: Sim Racing Tips
Getting the Most Out of Your Virtual Racing Hobby
Part I: Optimizing the Hardware
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Sound Setup
Like graphics detail, sound quality
has an important role to play in sim racing, and not just
for immersion. Certainly, the robust engine sounds in GTR
are very exciting to listen to and add to the "adrenaline
factor" in that title, but if you can't hear the tire
traction noises you'll never truly be able to push the car
to the limit. As we've said many times before, conveying all
the motion cues and physical sensations of a real vehicle
into a PC-based simulation on a static computer workstation
is a challenging task. Many of the cues our body would use
to operate a motor vehicle simply cannot be reproduced at
a PC workstation. As a result, developers must employ other
sensory inputs to compensate for those that cannot be recreated.
Their choices are pretty limited: sight, sound, and force
feedback being the obvious options. One of the biggest sensory
input compensations that takes place is recreating the grip
status of the tires. Since the tires are the car's only point
of contact with the road surface (hopefully), managing their
traction level is of primary importance to a driver. Since
the best cues for traction status are unavailable to a sim-racer,
hearing and interpreting the sounds generated by the game
to convey the level of grip become critical to driving a virtual
car at the limit. As such, you'll want to ensure that you
can hear every nuance of tire traction sounds provided in
a game title, as they replace the seat-of-the-pants sensations
that your desktop PC cannot reproduce.
Now that we know the real goal of
our sound setup, there are four ways to enhance your ability
to pick out all the nuance of the tire sounds in a game.
The first is to go into the game's
.ini file, and find the setting codes for tire sounds. In
the case of rFactor and most other ISI titles, they're in
your own profile's .plr file. Once you've opened your .plr
file with notepad, scroll down to the sound category and look
for a line that sets the sound level of "traction control."
This is actually going to adjust the relative volume of your
traction noises in the game, to include tire sounds. I have
found that a setting of about 2.3xxxx works best for me. At
the bottom of the sound category you'll also see some other
volume settings for tire scrub that you can adjust if you
desire. Save your changes (make a backup of the original .plr
file first!), close the file, and crank up your game. If the
sounds are not to your liking, alter the numbers until you
get the desired relative level of tire noise. Over time, you
may find your tastes changing, so be ready to adjust these
numbers as you gain experience.
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plr Sound |
Luckily for GT Legends drivers, this
process has been greatly simplified by the folks at SimBin.
In their Audio Options they have included a GUI that allows
users to adjust the settings listed above from within the
game interface. That's a very nice feature, and allows drivers
to easily and quickly tweak the settings to suit their tastes.
In GTL, I find that setting the traction control and skid
sounds to roughly 150%-185% currently suits my needs.
The second way to tweak your traction
sounds is to simply go into your audio settings and ensure
that your special effects volume slider is up, while dropping
down the engine volume to a lower level. You'll note in the
screen shot from rFactor below that I have my engine volumes
pretty low, and my special effects (to include tire noise)
at a very high level. The goal is to bias the sounds in favor
of the tires, while not losing the immersion of the engine
sounds. Again, this will be something you'll have to play
with in order to strike a balance that suits your tastes.
Finally, when tweaking the audio settings of your game, you'll
often find a slider bar for adjusting the total number of
sounds produced. Usually the game engine prioritizes the sounds
to your own car, which is good. But that won't be just one
sound. Try setting the slider down to around 10-14 sounds,
and see how that works for you. A lower number will have the
added benefit of improving frame rates, but too few sounds
and you might not get all the traction awareness that you're
looking for.
rFactor Audio Settings
The third way to keep
awareness on your tire sounds is through your hardware. In
my personal experience, onboard sound via the AC97 codec has
failed to impress me. Odd artifacts, flat tones and loss of
sound channels can have a huge, negative impact on your ability
to pick out tire sounds. I
found that by respecting the importance of sound quality to
sim racing and plunking down some hard-earned cash on a quality
sound card (in my case an Audigy
2 ZS), I was able to improve my lap times by picking out
the audio depiction of my grip status on the virtual racetrack.
I also achieved a side-benefit from my sound card I
saw a slight increase in frame rate on the graphics side of
the equation when I installed my Audigy 2. Not a major improvement,
but certainly better than taking a frame rate hit.
Finally, you've got to get the sound
waves generated in the PC out of the case and into your ears
in order for it to do any good. The sound depth and clarity
of my Bose PC speakers are certainly gratifying, but typically
I find that a good set of headphones will give you the best
level of sound detail and let you pick out those subtle tire
traction sounds without getting the wife too aggravated with
all the racing engine noise drowning out her TV show.
Over the years I've found sound quality
to be one of the most underrated aspects of our genre. In
sim racing, sound quality and detail are extremely important
to driving consistent and fast. Don't overlook it when you're
getting ready to go sim racing.
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