Section: Video Games

Grand Theft Auto V features voice-overs from real gang members

Rockstar recruited real-life gang members to voice characters in GTA V to maintain authenticity.

 

Rockstar Games has revealed that it was so eager to capture the genuine sounds of the streets for Grand Theft Auto V that it recruited real-life gang members to contribute voice-overs for the game. Game producer Lazlow Jones confirmed the news during an interview with Chicago radio station WGN (via VideoGamer.com).

"When we record all these ambient characters that are in the world, we go towards authenticity," Jones said. "So in the game, part of the element of the story is that there's rival gangs.

"There's black gangs, there's Latino gangs, and we recruited a guy who gets gang members, like actual gang members, real gang members. I mean, El Salvadorian gang dudes with amazing tattoos and one of which literally had gotten out of prison the day before. And we brought these guys in to record the gang characters because, you know, you don't want a goofy LA actor who went to a fancy school trying to be a hard gang member. There's nothing worse than that."

Faced with the prospect of delivering dialogue that gang members would never actually say, Jones said they would often shelve the script for something more organic and true.

"They look at the lines and they say, 'I wouldn't say that. If I was upset at another gang, I wouldn't say that'. So”say what you would say. Authenticity, you know?

"There's a lot of sessions that we would have where we would just throw the script on the floor and be like, this thing we wrote is irrelevant, let's just work out something real."

Rockstar recently announced that GTA V will include 240 licensed music tracks and 15 radio stations. The game launches worldwide on September 17 for the Xbox 360 and PlayStation 3.

Read and Post Comments | Get the full article at GameSpot


"Grand Theft Auto V features voice-overs from real gang members" was posted by Dan Chiappini on Tue, 03 Sep 2013 17:48:33 -0700
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Grand Theft Auto V features voice-overs from real gang members

Rockstar recruited real-life gang members to voice characters in GTA V to maintain authenticity.

 

Rockstar Games has revealed that it was so eager to capture the genuine sounds of the streets for Grand Theft Auto V that it recruited real-life gang members to contribute voice-overs for the game. Game producer Lazlow Jones confirmed the news during an interview with Chicago radio station WGN (via VideoGamer.com).

"When we record all these ambient characters that are in the world, we go towards authenticity," Jones said. "So in the game, part of the element of the story is that there's rival gangs.

"There's black gangs, there's Latino gangs, and we recruited a guy who gets gang members, like actual gang members, real gang members. I mean, El Salvadorian gang dudes with amazing tattoos and one of which literally had gotten out of prison the day before. And we brought these guys in to record the gang characters because, you know, you don't want a goofy LA actor who went to a fancy school trying to be a hard gang member. There's nothing worse than that."

Faced with the prospect of delivering dialogue that gang members would never actually say, Jones said they would often shelve the script for something more organic and true.

"They look at the lines and they say, 'I wouldn't say that. If I was upset at another gang, I wouldn't say that'. So”say what you would say. Authenticity, you know?

"There's a lot of sessions that we would have where we would just throw the script on the floor and be like, this thing we wrote is irrelevant, let's just work out something real."

Rockstar recently announced that GTA V will include 240 licensed music tracks and 15 radio stations. The game launches worldwide on September 17 for the Xbox 360 and PlayStation 3.

Read and Post Comments | Get the full article at GameSpot


"Grand Theft Auto V features voice-overs from real gang members" was posted by Dan Chiappini on Tue, 03 Sep 2013 17:48:33 -0700
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Oculus Rift latency won’t be an issue at launch, says developer

Oculus VR founder Palmer Luckey says company will solve latency issue for consumer launch next year "beyond the level of human perception."

 

When the Oculus Rift virtual-reality headset becomes available to the public next year, latency won't be an issue, Oculus VR founder Palmer Luckey told Gamasutra in a new interview.

"The stuff that we're doing in the lab right now, we think that we've got latency basically solved," Luckey said. "We think that, for the consumer launch, we're going to be able to get latency to the point where it's not even an issue--it's a completely nonexistent issue, completely beyond the level of human perception."

Though Luckey said he is confident that the company can reduce latency to negligible levels, he said other issues will continue for developers.

"Where the difficulty is going to remain is with game developers, and how they do buffering in their engines, how they do vsync," Luckey said. "How their game engines handle rendering and whether they can stay at 60 or 90 or 120 frames per second. And that's going to be the difficulty. Because if we make perfect hardware, developers still have to make low-latency game loops."

In August, Doom studio id Software cofounder John Carmack joined Oculus VR as its chief technology officer. Luckey told Gamaustra that Carmack is "really focusing" on a number of different things, including improving the company's SDK and optimizing the virtual-reality technology for mobile.

The Oculus Rift is currently available to developers for $300. The consumer product is aiming for a similar price point, Luckey said.

Read and Post Comments | Get the full article at GameSpot


"Oculus Rift latency won't be an issue at launch, says developer" was posted by Eddie Makuch on Tue, 03 Sep 2013 12:26:28 -0700
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Oculus Rift latency won’t be an issue at launch, says developer

Oculus VR founder Palmer Luckey says company will solve latency issue for consumer launch next year "beyond the level of human perception."

 

When the Oculus Rift virtual-reality headset becomes available to the public next year, latency won't be an issue, Oculus VR founder Palmer Luckey told Gamasutra in a new interview.

"The stuff that we're doing in the lab right now, we think that we've got latency basically solved," Luckey said. "We think that, for the consumer launch, we're going to be able to get latency to the point where it's not even an issue--it's a completely nonexistent issue, completely beyond the level of human perception."

Though Luckey said he is confident that the company can reduce latency to negligible levels, he said other issues will continue for developers.

"Where the difficulty is going to remain is with game developers, and how they do buffering in their engines, how they do vsync," Luckey said. "How their game engines handle rendering and whether they can stay at 60 or 90 or 120 frames per second. And that's going to be the difficulty. Because if we make perfect hardware, developers still have to make low-latency game loops."

In August, Doom studio id Software cofounder John Carmack joined Oculus VR as its chief technology officer. Luckey told Gamaustra that Carmack is "really focusing" on a number of different things, including improving the company's SDK and optimizing the virtual-reality technology for mobile.

The Oculus Rift is currently available to developers for $300. The consumer product is aiming for a similar price point, Luckey said.

Read and Post Comments | Get the full article at GameSpot


"Oculus Rift latency won't be an issue at launch, says developer" was posted by Eddie Makuch on Tue, 03 Sep 2013 12:26:28 -0700
No Comments Top
Oculus Rift latency won’t be an issue at launch, says developer

Oculus VR founder Palmer Luckey says company will solve latency issue for consumer launch next year "beyond the level of human perception."

 

When the Oculus Rift virtual-reality headset becomes available to the public next year, latency won't be an issue, Oculus VR founder Palmer Luckey told Gamasutra in a new interview.

"The stuff that we're doing in the lab right now, we think that we've got latency basically solved," Luckey said. "We think that, for the consumer launch, we're going to be able to get latency to the point where it's not even an issue--it's a completely nonexistent issue, completely beyond the level of human perception."

Though Luckey said he is confident that the company can reduce latency to negligible levels, he said other issues will continue for developers.

"Where the difficulty is going to remain is with game developers, and how they do buffering in their engines, how they do vsync," Luckey said. "How their game engines handle rendering and whether they can stay at 60 or 90 or 120 frames per second. And that's going to be the difficulty. Because if we make perfect hardware, developers still have to make low-latency game loops."

In August, Doom studio id Software cofounder John Carmack joined Oculus VR as its chief technology officer. Luckey told Gamaustra that Carmack is "really focusing" on a number of different things, including improving the company's SDK and optimizing the virtual-reality technology for mobile.

The Oculus Rift is currently available to developers for $300. The consumer product is aiming for a similar price point, Luckey said.

Read and Post Comments | Get the full article at GameSpot


"Oculus Rift latency won't be an issue at launch, says developer" was posted by Eddie Makuch on Tue, 03 Sep 2013 12:26:28 -0700
No Comments Top
Oculus Rift latency won’t be an issue at launch, says developer

Oculus VR founder Palmer Luckey says company will solve latency issue for consumer launch next year "beyond the level of human perception."

 

When the Oculus Rift virtual-reality headset becomes available to the public next year, latency won't be an issue, Oculus VR founder Palmer Luckey told Gamasutra in a new interview.

"The stuff that we're doing in the lab right now, we think that we've got latency basically solved," Luckey said. "We think that, for the consumer launch, we're going to be able to get latency to the point where it's not even an issue--it's a completely nonexistent issue, completely beyond the level of human perception."

Though Luckey said he is confident that the company can reduce latency to negligible levels, he said other issues will continue for developers.

"Where the difficulty is going to remain is with game developers, and how they do buffering in their engines, how they do vsync," Luckey said. "How their game engines handle rendering and whether they can stay at 60 or 90 or 120 frames per second. And that's going to be the difficulty. Because if we make perfect hardware, developers still have to make low-latency game loops."

In August, Doom studio id Software cofounder John Carmack joined Oculus VR as its chief technology officer. Luckey told Gamaustra that Carmack is "really focusing" on a number of different things, including improving the company's SDK and optimizing the virtual-reality technology for mobile.

The Oculus Rift is currently available to developers for $300. The consumer product is aiming for a similar price point, Luckey said.

Read and Post Comments | Get the full article at GameSpot


"Oculus Rift latency won't be an issue at launch, says developer" was posted by Eddie Makuch on Tue, 03 Sep 2013 12:26:28 -0700
No Comments Top
Oculus Rift latency won’t be an issue at launch, says developer

Oculus VR founder Palmer Luckey says company will solve latency issue for consumer launch next year "beyond the level of human perception."

 

When the Oculus Rift virtual-reality headset becomes available to the public next year, latency won't be an issue, Oculus VR founder Palmer Luckey told Gamasutra in a new interview.

"The stuff that we're doing in the lab right now, we think that we've got latency basically solved," Luckey said. "We think that, for the consumer launch, we're going to be able to get latency to the point where it's not even an issue--it's a completely nonexistent issue, completely beyond the level of human perception."

Though Luckey said he is confident that the company can reduce latency to negligible levels, he said other issues will continue for developers.

"Where the difficulty is going to remain is with game developers, and how they do buffering in their engines, how they do vsync," Luckey said. "How their game engines handle rendering and whether they can stay at 60 or 90 or 120 frames per second. And that's going to be the difficulty. Because if we make perfect hardware, developers still have to make low-latency game loops."

In August, Doom studio id Software cofounder John Carmack joined Oculus VR as its chief technology officer. Luckey told Gamaustra that Carmack is "really focusing" on a number of different things, including improving the company's SDK and optimizing the virtual-reality technology for mobile.

The Oculus Rift is currently available to developers for $300. The consumer product is aiming for a similar price point, Luckey said.

Read and Post Comments | Get the full article at GameSpot


"Oculus Rift latency won't be an issue at launch, says developer" was posted by Eddie Makuch on Tue, 03 Sep 2013 12:26:28 -0700
No Comments Top
Oculus Rift latency won’t be an issue at launch, says developer

Oculus VR founder Palmer Luckey says company will solve latency issue for consumer launch next year "beyond the level of human perception."

 

When the Oculus Rift virtual-reality headset becomes available to the public next year, latency won't be an issue, Oculus VR founder Palmer Luckey told Gamasutra in a new interview.

"The stuff that we're doing in the lab right now, we think that we've got latency basically solved," Luckey said. "We think that, for the consumer launch, we're going to be able to get latency to the point where it's not even an issue--it's a completely nonexistent issue, completely beyond the level of human perception."

Though Luckey said he is confident that the company can reduce latency to negligible levels, he said other issues will continue for developers.

"Where the difficulty is going to remain is with game developers, and how they do buffering in their engines, how they do vsync," Luckey said. "How their game engines handle rendering and whether they can stay at 60 or 90 or 120 frames per second. And that's going to be the difficulty. Because if we make perfect hardware, developers still have to make low-latency game loops."

In August, Doom studio id Software cofounder John Carmack joined Oculus VR as its chief technology officer. Luckey told Gamaustra that Carmack is "really focusing" on a number of different things, including improving the company's SDK and optimizing the virtual-reality technology for mobile.

The Oculus Rift is currently available to developers for $300. The consumer product is aiming for a similar price point, Luckey said.

Read and Post Comments | Get the full article at GameSpot


"Oculus Rift latency won't be an issue at launch, says developer" was posted by Eddie Makuch on Tue, 03 Sep 2013 12:26:28 -0700
No Comments Top
Oculus Rift latency won’t be an issue at launch, says developer

Oculus VR founder Palmer Luckey says company will solve latency issue for consumer launch next year "beyond the level of human perception."

 

When the Oculus Rift virtual-reality headset becomes available to the public next year, latency won't be an issue, Oculus VR founder Palmer Luckey told Gamasutra in a new interview.

"The stuff that we're doing in the lab right now, we think that we've got latency basically solved," Luckey said. "We think that, for the consumer launch, we're going to be able to get latency to the point where it's not even an issue--it's a completely nonexistent issue, completely beyond the level of human perception."

Though Luckey said he is confident that the company can reduce latency to negligible levels, he said other issues will continue for developers.

"Where the difficulty is going to remain is with game developers, and how they do buffering in their engines, how they do vsync," Luckey said. "How their game engines handle rendering and whether they can stay at 60 or 90 or 120 frames per second. And that's going to be the difficulty. Because if we make perfect hardware, developers still have to make low-latency game loops."

In August, Doom studio id Software cofounder John Carmack joined Oculus VR as its chief technology officer. Luckey told Gamaustra that Carmack is "really focusing" on a number of different things, including improving the company's SDK and optimizing the virtual-reality technology for mobile.

The Oculus Rift is currently available to developers for $300. The consumer product is aiming for a similar price point, Luckey said.

Read and Post Comments | Get the full article at GameSpot


"Oculus Rift latency won't be an issue at launch, says developer" was posted by Eddie Makuch on Tue, 03 Sep 2013 12:26:28 -0700
No Comments Top
Oculus Rift latency won’t be an issue at launch, says developer

Oculus VR founder Palmer Luckey says company will solve latency issue for consumer launch next year "beyond the level of human perception."

 

When the Oculus Rift virtual-reality headset becomes available to the public next year, latency won't be an issue, Oculus VR founder Palmer Luckey told Gamasutra in a new interview.

"The stuff that we're doing in the lab right now, we think that we've got latency basically solved," Luckey said. "We think that, for the consumer launch, we're going to be able to get latency to the point where it's not even an issue--it's a completely nonexistent issue, completely beyond the level of human perception."

Though Luckey said he is confident that the company can reduce latency to negligible levels, he said other issues will continue for developers.

"Where the difficulty is going to remain is with game developers, and how they do buffering in their engines, how they do vsync," Luckey said. "How their game engines handle rendering and whether they can stay at 60 or 90 or 120 frames per second. And that's going to be the difficulty. Because if we make perfect hardware, developers still have to make low-latency game loops."

In August, Doom studio id Software cofounder John Carmack joined Oculus VR as its chief technology officer. Luckey told Gamaustra that Carmack is "really focusing" on a number of different things, including improving the company's SDK and optimizing the virtual-reality technology for mobile.

The Oculus Rift is currently available to developers for $300. The consumer product is aiming for a similar price point, Luckey said.

Read and Post Comments | Get the full article at GameSpot


"Oculus Rift latency won't be an issue at launch, says developer" was posted by Eddie Makuch on Tue, 03 Sep 2013 12:26:28 -0700
No Comments Top

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