Full Details
| Game Title: |
Total War: Shogun 2 demo
|
| Operating System: |
Windows 7 64 bit |
| Version of DirectX: |
DX 9 |
| CPU: |
Intel Core 2 Duo E8500 |
| Graphics card: |
nVidia GTX570 |
| RAM: |
4 GB |
| Video Driver: |
nVidia 266.58 Windows 7 64 bit WHQL |
| Stereo Driver: |
nVidia: 266.58 |
| Submit Date: |
2011-03-21 15:59:19 |
| Certification Result: |
Uncertified-D (0.01%)
|
| Personal 3D rating : |
2 (1 is lowest, 5 is highest) |
| Stereo Profile: |
None Submitted |
Sample PicturesNone Submitted
Comments
None Submitted
Part II: Required Game Setting Reductions & Adjustments
| Turned off shadows entirely. |
QA penalty: 30% |
Total penalties: 1
Part III: Top Level Anomalies
| Light sources and lights or auras that seem to mismatch from each other. |
QA penalty: 35% |
| Obvious depth rendering errors between game objects like trees, cars, buildings, etc. An example could be a tree in the distance rendered at screen depth or an object rendered at a far depth is hiding a closer object. |
QA penalty: 50% |
Total penalties: 2
Part IV: Secondary Anomalies
| Player tags or markings associated with game characters are rendered only at screen depth, and not at the depth of the individual objects or characters. |
QA penalty: 5% |
| Render in render targets are not appearing correctly. Leading examples are mirrors, portals, and doorways that have their graphics clipped or clearly misrepresented when stereoscopic 3D settings are adjusted. For example, instead of seeing a full image through a portal, you see black or half black/half graphical image instead. |
QA penalty: 10% |
| Elements of the Heads Up Display (HUD) have errors, are innacurate, or are flawed in some way when stereoscopic 3D mode is activated. Examples could include markers or map points that are out of sync in 3D mode, partial HUD element distortions, or any interface error that appears in stereoscopic 3D mode that isn't there in traditional 2D. This is NOT that same as an interface or HUD that completely splits when 3D settings are adjusted. |
QA penalty: 10% |
| 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 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% |
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.
| Check here if you can't achieve any of the above |
QA penalty: 10% |
Total penalties: 6
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