Full Details
| Game Title: |
Alan Wake
|
| Operating System: |
Windows 7 64 bit |
| Version of DirectX: |
DX 9 |
| CPU: |
Intel Core 2 Extreme QX6850 |
| Graphics card: |
nVidia GTX 460 |
| RAM: |
8 GB |
| Video Driver: |
nVidia 301.42 Windows 7 64 bit WHQL |
| Stereo Driver: |
nVidia: 301.42 |
| Submit Date: |
2012-05-31 18:46:54 |
| Certification Result: |
Silver-C (80%)
|
| Personal 3D rating : |
3 (1 is lowest, 5 is highest) |
| Stereo Profile: |
None Submitted |
Sample Pictures
Comments
While the shadow problems at night are minor, there is no way to disable them. During day time, the game looks fantastic, but unfortunately only a very small amount of the game takes place during day time. The flashlight beam being slightly off doesn't hinder gameplay, the dot you use for aiming lines up just fine, but it's omnipresent. In Alan Wake you spend so much time either shining your flashlight on an enemy, or running towards a volumetric light source to heal. Even if these effects are only slightly off, they're so central to gameplay that it's annoying. The weird shadow effect around enemies being off is an annoyance too, and one that you'll be seeing regularly. Remedy have improvements to the game's 3D performance since V1.0 which is to be applauded, and for a game that has no specific profile in Nvidia's drivers the game looks very good, but the rare occasions when everything looks perfect will make you wish these last few minor niggles were resolved.
Part II: Required Game Setting Reductions & Adjustments
Total penalties: 0
Part III: Top Level Anomalies
Total penalties: 0
Part IV: Secondary Anomalies
| Non-solid objects including fire, smoke, lights, haze, and similar blur effects are rendered at screen depth instead of in 3D (e.g. flames appear separated from source or they don't split into left and right views like the rest of the scene). |
QA penalty: 5% |
The shroud of darkness that you must burn away with the flashlight renders at screen depth, as do the torch flares which represent the amount of darkness left to burn. |  |
| The 2D skybox is at the wrong depth. Some games use a 2D panoramic picture or backdrop for the scenery in the far distance. Examples include mountains, sky, and terrain. In this case, the picture is at screen depth or seems to look out of place compared to the other objects in the scene. Mountains that aren't doubled when viewed without glasses are a good example of this. |
QA penalty: 5% |
This is VERY hard to see. It is only really visible at night time on the occasions where the sky is clear, which is almost never. 3D sky box elements are rendered correctly and generally occlude the moon and stars. |  |
| Shadows that rarely flash or render at the wrong depth. |
QA penalty: 5% |
Some shadows will occasionally go missing in one eye, though this is rare. Shadows at night occasionally don't quite match up. This is most obvious on rocks, but can be spotted elsewhere. |  |  |
| Volumentric lights rendered at the wrong depth (e.g. at screen depth). Examples include ambient light or spotlights shining on the ground, wall, or nearby objects. |
QA penalty: 5% |
Volumetric lights render at the wrong depth. This is difficult to notice with the flashlight (though the flashlight IS off) but very obvious on street lamps etc. |  |
Camera angle considerations
Cross-hair
If you can't achieve any of the following cross-hair aiming solutions through the whole game, please check off the box below:
i. The in-game cross-hair is already accurate in S-3D mode.
ii. I can turn the game crosshair off and use the stereo driver's add-on crosshair.
iii. I can use the in-game crosshair when I choose left or right separation shift in the stereo driver for my dominant eye (e.g. iZ3D's crosshair compensation system).
iv. I have to keep the game cross-hair on, but I can still use the stereo driver's crosshair on top of it.
Total penalties: 4
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