||Dark Messiah Might & Magic
||Windows 7 64 bit
|Version of DirectX:
||Intel Core i7 930 @ 3800 MHz
||nVidia GTX 570
||nVidia 295.51 Windows 7 64 bit Beta
|Personal 3D rating :
||2 (1 is lowest, 5 is highest)
The S3D in this game with nVidia gets a low rating of 2. I hate to say it, but there is a major problem with the nVidia drivers. The extremely low default convergence has such a tiny amount of depth that it's barely worth playing in S3D. But, if you increase the convergence so that the game world has greater differences in displayed depth, the UI goes nuts.
The game world itself renders in S3D very, very nicely. There are a few exceptions such as halos around lights not being in the right place, even at the default convergence where the UI and screen effects do not split.
I can't recommend playing this game in S3D with nVidia's 3D Vision drivers.
A video I made from Dark Messiah gameplay clips. It includes footage with the default convergence, and with a good amount of convergence. The shots with a horribly misaligned UI are examples of the latter.
Part II: Required Game Setting Reductions & Adjustments
Total penalties: 0
Part III: Top Level Anomalies
|The in-game HUD uncomfortably splits when S-3D settings are adjusted. This is NOT the same as the general game menus (e.g. "save game", "new game", etc.)
||QA penalty: 35%
||The default convergence from the nVidia profile is set absurdly low, because the UI tears apart when the convergence is increased or decreased. By time the convergence is set to a realistic setting whereby depth is perceivable beyond the tip of the sword, UI elements are on the opposite side of the screen.
Compare this screenshot that has an aligned UI with the same scene that has its convergence increased.||
|Light sources and lights or auras that seem to mismatch from each other.
||QA penalty: 35%
||Auras around magical weapons, lights and fires split along with the UI.||
Total penalties: 2
Part IV: Secondary Anomalies
|The 3D skybox is at the wrong depth. Some games use 3D objects for background scenery. Examples could be buildings, a city landscape, and more. In this case, the objects are displayed with the wrong scale, or the polarity of the image is reversed in the background compared to the rest of the scene (the eyes are swapped in 3D for just the background portion).
||QA penalty: 5%
||There was one instance of this at the end of the game. The "skybox" in a large underground crpyt was at the wrong depth. I forgot to take a screenshot, sorry.
Total penalties: 1