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: AMD HD 7970
RAM: 8 GB
Video Driver: AMD 12.6 Windows 7 64 bit WHQL
Stereo Driver: DDD: 3.5.24
Submit Date: 2012-06-21 19:06:38
Certification Result: Silver-C (70%)
Personal 3D rating : 3 (1 is lowest, 5 is highest)
Stereo Profile: plagiarise__58b5c_Alan_Wake_(DDD).TriDefGame

Sample Pictures


Comments

With a new profile just released, Alan Wake sees some big improvements with TriDef. While a lot of the same issues remain as before, such as the volumetric light issues (and while they remain the biggest negative in the game, given that you aim with a volumetric light, and strive to reach volumetric lights in order to heal) with the tweaks they've made to the profile, much of the missing atmosphere is thankfully restored, and it substantially improves the experience. Day time scenes look much better now, and with properly rendering transparency effects, the fog drenched night time levels generally hide the skybox issues. Occasionally after a cutscene the game may start back up overly bright, but after a short while it corrects itself. Performance seems improved too, although I could be imagining that. Even if not, the game has added some new performance settings that allow for more scalability down in order to bring up those framerates. Even on very low the game still looks pretty good in 3D.

This is a game I really want to play through in 3D, and while I'm still hoping someone can sort out those volumetric lights, Alan Wake in 3D now feels like Alan Wake. Being able to turn off the HUD, and aiming with an ingame flashlight really helps you feel lost in the world, and we're getting much closer to seeing the 3D add more than is lost. When the PC version of this game was announced, 3D was the one thing I was really hoping for. TriDef just took the game a big step closer to fulfilling those hopes.


Part II: Required Game Setting Reductions & Adjustments

  • Reduced shadows.
  • QA penalty: 10%
    Total penalties: 1


    Part III: Top Level Anomalies

    Total penalties: 0


    Part IV: Secondary Anomalies

  • 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% The 2D skybox remains at the wrong depth. Clouds and such render at screen depth. Stars and moon render at wrong depth. Fortunately rarely visible.
  • Shadows that rarely flash or render at the wrong depth.
  • QA penalty: 5% Rarely, weird shadow shapes appear in one eye around lit areas.
  • Shadows rendered at screen depth and appear in both eyes, but are not separated proportionately like the other screen objects.
  • QA penalty: 5% This is also quite rare as most shadows are disabled.
  • 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 like the flashlight and safe havens still render at screen depth.
    Total penalties: 4




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