I for one absolutely adore these Developer video's. I think it's a fantastic insight in to what you guys do, and what your thought process is when it comes to releasing things.
This is amazing! Perhaps the best compliment I can give is that what you’ve created in audio is so lifelike that it is transparently part of the overall experience. BRAVO!
I've only done one race in the rain thus far; a week 13 race at Portimao in the Lamborghini. As I settled in, the sound of the wet track and the rain in general was one of the more striking aspects of "Rain" that I noticed. The team at iRacing really nailed it. Congrats to all of you, and you should be so proud.
Thanks Aussie Greg and team, these insights are amazing and gives everyone a greater appreciation of the time and effort the team has put in to make iRacing the leading Simulator out there. As a wannabe developer and all round tech geek, this video is brilliant. Respect and Thanks!
You all knocked the rain update out of the park. It's really nice to see that you have your heart in it 100% and that there is a lot of real work being put in to develop new systems to really bring iRacing into the future as the premier sim racing service. I've been on the service for 2 years, and the last year or some of updates have been great. I really hope to see iRacing continue this momentum with continued QOL updates, patches, and new content. Really looking forward to the in game UI updates, and eventually some more graphical updates. Keep up the great work everyone! Cheers to you all!
iRacing devs need to develop a quick mobile app called 'Relaxing iRacing Rain sounds" where you can select which type of rain you want to listen to as you fall asleep. Carbon Fibre Tin Roof Canvas Awning Stadium Fender spray Road Splash Racing mist Deluge
Thank you for insights like that. Hope that you will continue making those and enjoy it at least as much as we do. Love you and your work iRacing devs. :)
You guys smashed this. I'm not a racer's arsehole, but over 40 years I've done countless thousands of wet miles on 2 wheels and 4. Pretty much every visual and audio aspect of iRacing wet tallies up with RL IMHO. Brilliant work.
@@andrewflemming5071If you want to see the ultimate God's of 2 wheels in the wet look up Irish Road Racing. On a bike in the wet, reading the surface and discerning where the slippery bits are is a life and death matter (I was young and stupid). But imagine how thrilled I was to instantly profit from that in-grained experience by easily being able "read the road" and changing conditions in wet iRacing. PS. It was always terrifying, even when it was fun.
I have absolutly no idea how you are able to isolate the rain sound from all the other surrounding sounds when you record it, especially inside the car, but it s amazing to see the amount of details that has been put in it.
I never thought about there being cancelation issues with 4 different tires producing sound. Sounds like a fun and formidable challenge, one of countless more I’m sure. It sounds awesome and I’m not surprised based on this video. Congrats.
I really love the hard work and dedication you guys put into "doing it right". I'd imagine there are a number of ways to fudge things, to use a shortcut to make something look/sound/feel "close enough" and call it a day. But doing that is, IMO, the difference between a "game" and a "simulation". To take the time to make everything (within current capabilities) physics based, just as all things in the real world are; that's what sets iRacing apart. That's what makes it feel real to me. Just as in real life, no race, no lap, no corner, will ever look/sound/feel identical as another. There are always subtle differences in the underlying physics that require us to constantly recalculate and make adjustments. I'm far from an audiophile. I don't have the discerning ear that others do, but even I could tell how much work went into the rain audio as I lapped Sebring during the 12 hours. I could tell how dry or wet the surface under the car was just from the sounds, and it was intuitive! I didn't need to teach myself to listen for certain things. I just knew because I've driven real cars in the rain for the past couple decades. I think that's a pretty good sign that you nailed it. So anyway, that's my very nerdy and long-winded way of saying: Great job! Thank you! And please keep up the amazing work! Cheers!
I love this. From one audio engineer to another, I love the attention to detail. Sound really makes and breaks things for me and sound is my favorite thing and ya'lls work is appreciated by me every time I plug in either my headphones or crank Iracing through my monitors and subwoofer.
This was a cool listen, thanks for making this. Definitely would love more of these from the various teams that make iRacing the incredible simulation that it is. Also, the audio is one of the best parts of the rain update. Really more so than any other element, it goes a long way towards selling the experience and making it immersive.
It's so cool to see how much work goes into everything! Please make more videos like this! I'd like to see a video just like this, except on the physics work put into rain! I expect to see it! 👀Great video though, super informative!
9:10 hmm I'm no physicist but my understanding is that the volume of rain hitting the car does not increase due to the vehicles speed. This can be determined in the same way that the volume doesn't increase in a parallelepiped due to it's slant (which can be viewed the same way as a surface moving on a horizontal plane). Volume would increase only because you could possibly be driving into the mist of a leading car. Food for thought if we're just nerding out here. Another point that shows that increased velocity doesn't equal an increase in volume is if we look at pressure washers. Increasing PSI often decreases the GPM. There's a lot of variables in pressure washers so it's not a one-to-one example in this case.
When driving at speed, the rain drops have a faster velocity relative to the car, so more kinetic energy is transferred. This increases the sound pressure level of each impact for an overall increase in audio volume. You're absolutely correct about a parallelpiped having the same volume as a rectangular prism when top and bottom surfaces are the same between them. The top of a car gets the same amount of rain when it's stationary as when it's driving. When you add a third dimension, this is no longer true. With vertical rain, a vertical surface would not get wet when stationary. When moving horizontally, it will catch all of the rain in front of it. This results in an increase of physical volume. I genuinely thank you for this comment. It made me double check my work ;)
Love your work Greg. Can we get a bit more bass in the sound of the cars? I run 8" stereo studio monitors and the car sounds in iRacing, while nicely detailed, are very much lacking in the lower end. Your rain sounds are def the best in the sim world. Thank you!
I got tingles with this video, I think you guys are well on the way to start an Official ASMR iRacing UA-cam channel 😂😂 Aussie Greg obviously has to be the main voice 😅
Any chance you guys could put together an optimized for iRacing custom Ghub profile for the new Astro A50x and make it available in the community profiles? I have a $400 headset & have no idea how to get the most out of it for iRacing with the ghub advanced tuning..
Yo audio bro. Love the series of up dates lately. Esp a radio dishing some tunes in the pits. But I have little moan. Now I will apologise if somehow it's my set up.but this latest update has made me change to direct sound. Which means I no longer hear track day noise . The reason is I cant hear other cars around me until they are side by side ( I mention this cause you have engine off in this vid at x.). I became a danger in Multi class racing. Of course I have check relative a lot more. But it's not right. If I watch car in far chase camera I cant hear car engine. I hear tires but not engine. In xaudio in tv camera I cant hear engine as much as I would like. Yes when car passes b4 update the car would b insanely loud. But for racing it's not wise at all. No issues with directsound. But I miss the track day audio.
All right, well done ! Fantastic work ! Now, can you, guys, just bring the delay of sound in relation to the distance from which it comes (with wind parameters...), please ?
Rain is such a niche implement. The only thing I didnt like is if it is possible to rain (like 50%), it is always going to rain, 100%, or at least the track is wet. I think it shouldn't rain all the time if it isnt 100% rain.
Yup, the rain was well done, but I'm curious with all the skills and resources available, how iRacing managed to reproduce some car sounds that are not just tonally inaccurate, but also not even pitch accurate, ie, at a given rpm, the irl car is in a different key altogether. Worst offenders are all Porsches and Aston + McLaren GT4, but also many others. I realise i'm more fussy compared to most other rev heads, , but i honestly do not buy a given car or race it due its bad sounds, esp when i know other games do a way better job for less money. I can play sounds on the same pc + headphones combo and most sim cars sound nothing like a live recording of an onboard, even on a crappy go pro sounds more engaging imo. If they can record/engineer rain, why dont they record/engineer cars properly i wonder, esp when they sell them at 15 bucks a pop?
I love everything on iracing, expect the core feature, and thats driving. Its the worst Force Feedback at the market and people loosing the car not even close to any limit is just embarissing. I am at ~3000 iRating, so not the best, but not the worst. But i have so much more fun in any other sim, even Raceroom, because of the much better feeling in any driving scenario. I know there will be some, who say the opposite, but i read same words like me so often from others. Maybe its because i have to limit my wheel to 200 degree. (yes i recover the wheel angle with the slider to the car standard ;). Every other sim let me limit that angle without loosing the good felling. I had a much better experience with the last version of the tiremodel, so there must be a conection to it. But i am not having any fun in iRacing anymore and just hope that there will be an update to that core anytime. So long i must drive ACC (i dont like the colorfull grafix and car movement in replays) and hope the best. :) Be well iRacing. When i (hopefully) come back i will not miss the actual version too much. Sorry for the bad english. Not my native language.
Iracing is a simulation and its part of a simulation to simulate the real habits when trying to drive to the limit….u have the same issues in real cars with amateurs, they wont get near the limit and will lose control. So maybe its not iracing but more ur approach to how racing games should work. If u want beginners having an easy path Acc is the right game for u. Cheers
@@volkarach0293 A better FFB Feeling doesnt mean the simulator gets worse. As mentioned it was better with the last tiremodel. So your answer is just worthless. Loosing the car by driving the car OVER the limit is not a problem. But you definitly need to feel the limit ;) Even the iRacing Fan and real GT Driver Daniel Morad said that the GT3 feel like they are floating over the surface and dont feel conected with it. I am driving real cars and mostly Kart in reallife too, and dont need to crash 50 and more times into the walls to know where the limit is ^^
I for one absolutely adore these Developer video's. I think it's a fantastic insight in to what you guys do, and what your thought process is when it comes to releasing things.
Me too! It's important to realize the work that gets put in to the simulator we use(And to remind us of why we pay the high price. 😂)
Not only that - it's clear that this is a well oiled team, working together really great. It seems iRacing must be a nice company to work for :-)
Audio guys turn out to have the best mic for voice overs, who would have thought
He should record all of the spotter calls with this mic
OMG - THE SPOTTER IS A REAL PERSON!!
More of this please, its fascinating to know what goes under the hood so to speak
Incredible work guys. The attention and care is evident. Well done. I think we can all agree it's been well worth it.
This is done right. The Sound, the graphics, the physics.
Wirhout performance issues.
Its just great.
This is amazing! Perhaps the best compliment I can give is that what you’ve created in audio is so lifelike that it is transparently part of the overall experience. BRAVO!
I've only done one race in the rain thus far; a week 13 race at Portimao in the Lamborghini. As I settled in, the sound of the wet track and the rain in general was one of the more striking aspects of "Rain" that I noticed. The team at iRacing really nailed it. Congrats to all of you, and you should be so proud.
Thanks Aussie Greg and team, these insights are amazing and gives everyone a greater appreciation of the time and effort the team has put in to make iRacing the leading Simulator out there. As a wannabe developer and all round tech geek, this video is brilliant. Respect and Thanks!
You all knocked the rain update out of the park. It's really nice to see that you have your heart in it 100% and that there is a lot of real work being put in to develop new systems to really bring iRacing into the future as the premier sim racing service. I've been on the service for 2 years, and the last year or some of updates have been great. I really hope to see iRacing continue this momentum with continued QOL updates, patches, and new content. Really looking forward to the in game UI updates, and eventually some more graphical updates.
Keep up the great work everyone! Cheers to you all!
Kudos to everyone involved with the rain feature. The results of all your individual efforts are demonstrated by the end product. Simply amazing!
The meticulous work that goes in to ANY update with iRacing has always been second to none.. Thankyou!!!
iRacing devs need to develop a quick mobile app called 'Relaxing iRacing Rain sounds" where you can select which type of rain you want to listen to as you fall asleep.
Carbon Fibre
Tin Roof
Canvas Awning
Stadium
Fender spray
Road Splash
Racing mist
Deluge
Thank you for insights like that. Hope that you will continue making those and enjoy it at least as much as we do. Love you and your work iRacing devs. :)
You guys smashed this. I'm not a racer's arsehole, but over 40 years I've done countless thousands of wet miles on 2 wheels and 4. Pretty much every visual and audio aspect of iRacing wet tallies up with RL IMHO. Brilliant work.
How have you survived wet miles on two wheels? I’ve never felt comfortable on a bike in rain
@@andrewflemming5071If you want to see the ultimate God's of 2 wheels in the wet look up Irish Road Racing. On a bike in the wet, reading the surface and discerning where the slippery bits are is a life and death matter (I was young and stupid). But imagine how thrilled I was to instantly profit from that in-grained experience by easily being able "read the road" and changing conditions in wet iRacing.
PS. It was always terrifying, even when it was fun.
You are awesome. Rain in iRacing produces batter real world drivers.
I have absolutly no idea how you are able to isolate the rain sound from all the other surrounding sounds when you record it, especially inside the car, but it s amazing to see the amount of details that has been put in it.
I never thought about there being cancelation issues with 4 different tires producing sound. Sounds like a fun and formidable challenge, one of countless more I’m sure. It sounds awesome and I’m not surprised based on this video. Congrats.
You told me to go right, but the car that spun was on the right, so I crashed :(
I really love the hard work and dedication you guys put into "doing it right". I'd imagine there are a number of ways to fudge things, to use a shortcut to make something look/sound/feel "close enough" and call it a day. But doing that is, IMO, the difference between a "game" and a "simulation". To take the time to make everything (within current capabilities) physics based, just as all things in the real world are; that's what sets iRacing apart. That's what makes it feel real to me. Just as in real life, no race, no lap, no corner, will ever look/sound/feel identical as another. There are always subtle differences in the underlying physics that require us to constantly recalculate and make adjustments. I'm far from an audiophile. I don't have the discerning ear that others do, but even I could tell how much work went into the rain audio as I lapped Sebring during the 12 hours. I could tell how dry or wet the surface under the car was just from the sounds, and it was intuitive! I didn't need to teach myself to listen for certain things. I just knew because I've driven real cars in the rain for the past couple decades. I think that's a pretty good sign that you nailed it.
So anyway, that's my very nerdy and long-winded way of saying: Great job! Thank you! And please keep up the amazing work! Cheers!
I love this. From one audio engineer to another, I love the attention to detail. Sound really makes and breaks things for me and sound is my favorite thing and ya'lls work is appreciated by me every time I plug in either my headphones or crank Iracing through my monitors and subwoofer.
This was a cool listen, thanks for making this. Definitely would love more of these from the various teams that make iRacing the incredible simulation that it is.
Also, the audio is one of the best parts of the rain update. Really more so than any other element, it goes a long way towards selling the experience and making it immersive.
Very cool Greg!
This video alone is why iRacing is head and shoulders above all other racing sims.
This is music to my ears! Great breakdown of the importance of audio 🙌
It's so cool to see how much work goes into everything! Please make more videos like this! I'd like to see a video just like this, except on the physics work put into rain! I expect to see it! 👀Great video though, super informative!
9:10 hmm I'm no physicist but my understanding is that the volume of rain hitting the car does not increase due to the vehicles speed. This can be determined in the same way that the volume doesn't increase in a parallelepiped due to it's slant (which can be viewed the same way as a surface moving on a horizontal plane). Volume would increase only because you could possibly be driving into the mist of a leading car. Food for thought if we're just nerding out here.
Another point that shows that increased velocity doesn't equal an increase in volume is if we look at pressure washers. Increasing PSI often decreases the GPM. There's a lot of variables in pressure washers so it's not a one-to-one example in this case.
When driving at speed, the rain drops have a faster velocity relative to the car, so more kinetic energy is transferred. This increases the sound pressure level of each impact for an overall increase in audio volume.
You're absolutely correct about a parallelpiped having the same volume as a rectangular prism when top and bottom surfaces are the same between them. The top of a car gets the same amount of rain when it's stationary as when it's driving.
When you add a third dimension, this is no longer true. With vertical rain, a vertical surface would not get wet when stationary. When moving horizontally, it will catch all of the rain in front of it. This results in an increase of physical volume.
I genuinely thank you for this comment. It made me double check my work ;)
Love your work Greg. Can we get a bit more bass in the sound of the cars? I run 8" stereo studio monitors and the car sounds in iRacing, while nicely detailed, are very much lacking in the lower end.
Your rain sounds are def the best in the sim world. Thank you!
nice to hear your voice : ) great video, thx
I got tingles with this video, I think you guys are well on the way to start an Official ASMR iRacing UA-cam channel 😂😂
Aussie Greg obviously has to be the main voice 😅
rain on helmet visor when?..... all jokes aside, you guys have done an amazing job.
What's a good speaker set up for iRacing?
Any chance you guys could put together an optimized for iRacing custom Ghub profile for the new Astro A50x and make it available in the community profiles?
I have a $400 headset & have no idea how to get the most out of it for iRacing with the ghub advanced tuning..
Does this mean we'll get reverbaration and stuff soon?
Great video!
You can make a lot of money in Hollywood with these voices
Can you please add Sydney Motorsport park
amazing. loved it.
incredible team
@@____________________ok better late than never i suppose
superb video
Yes please! 😊
this is brilliant
What console titles?
The next nascar console game
science based dragon mmorpg as well as nascar 25
Nascar
Yo audio bro. Love the series of up dates lately. Esp a radio dishing some tunes in the pits. But I have little moan. Now I will apologise if somehow it's my set up.but this latest update has made me change to direct sound. Which means I no longer hear track day noise . The reason is I cant hear other cars around me until they are side by side ( I mention this cause you have engine off in this vid at x.). I became a danger in Multi class racing. Of course I have check relative a lot more. But it's not right. If I watch car in far chase camera I cant hear car engine. I hear tires but not engine. In xaudio in tv camera I cant hear engine as much as I would like. Yes when car passes b4 update the car would b insanely loud. But for racing it's not wise at all. No issues with directsound. But I miss the track day audio.
Any chance we're getting a thunderstorm some day?
What a game ❤
Cool vid 👍
i feel like im watching an asmr video right now
All right, well done ! Fantastic work ! Now, can you, guys, just bring the delay of sound in relation to the distance from which it comes (with wind parameters...), please ?
New Spa,new Spa,new Spa,new Spa,new Spa
Idle volume needs to be louder on the oval cars. Gotta hear more of those bald eagle's screamin from those cammed v8 engines!!! YEE HAW!!
Maybe you just need louder headphones? I think if I turned my volume all the way up, I might experience some temporary deafness
⭐️⭐️⭐️⭐️⭐️
Rain is such a niche implement. The only thing I didnt like is if it is possible to rain (like 50%), it is always going to rain, 100%, or at least the track is wet. I think it shouldn't rain all the time if it isnt 100% rain.
Yup, the rain was well done, but I'm curious with all the skills and resources available, how iRacing managed to reproduce some car sounds that are not just tonally inaccurate, but also not even pitch accurate, ie, at a given rpm, the irl car is in a different key altogether. Worst offenders are all Porsches and Aston + McLaren GT4, but also many others. I realise i'm more fussy compared to most other rev heads, , but i honestly do not buy a given car or race it due its bad sounds, esp when i know other games do a way better job for less money. I can play sounds on the same pc + headphones combo and most sim cars sound nothing like a live recording of an onboard, even on a crappy go pro sounds more engaging imo. If they can record/engineer rain, why dont they record/engineer cars properly i wonder, esp when they sell them at 15 bucks a pop?
Can u guys do a 1 hour driving in rain asmr?? I need this to fall asleep so bad! 😂😂
so you use the fake aussie voice in real life or just for this video?
It's not fake, he's from Melbourne.
I love everything on iracing, expect the core feature, and thats driving. Its the worst Force Feedback at the market and people loosing the car not even close to any limit is just embarissing. I am at ~3000 iRating, so not the best, but not the worst. But i have so much more fun in any other sim, even Raceroom, because of the much better feeling in any driving scenario. I know there will be some, who say the opposite, but i read same words like me so often from others. Maybe its because i have to limit my wheel to 200 degree. (yes i recover the wheel angle with the slider to the car standard ;). Every other sim let me limit that angle without loosing the good felling. I had a much better experience with the last version of the tiremodel, so there must be a conection to it. But i am not having any fun in iRacing anymore and just hope that there will be an update to that core anytime. So long i must drive ACC (i dont like the colorfull grafix and car movement in replays) and hope the best. :) Be well iRacing. When i (hopefully) come back i will not miss the actual version too much. Sorry for the bad english. Not my native language.
Iracing is a simulation and its part of a simulation to simulate the real habits when trying to drive to the limit….u have the same issues in real cars with amateurs, they wont get near the limit and will lose control. So maybe its not iracing but more ur approach to how racing games should work. If u want beginners having an easy path Acc is the right game for u. Cheers
@@volkarach0293 A better FFB Feeling doesnt mean the simulator gets worse. As mentioned it was better with the last tiremodel. So your answer is just worthless. Loosing the car by driving the car OVER the limit is not a problem. But you definitly need to feel the limit ;) Even the iRacing Fan and real GT Driver Daniel Morad said that the GT3 feel like they are floating over the surface and dont feel conected with it. I am driving real cars and mostly Kart in reallife too, and dont need to crash 50 and more times into the walls to know where the limit is ^^