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 HD7970
RAM: 8 GB
Video Driver: AMD 12.4 Windows 7 64 bit WHQL
Stereo Driver: DDD: 3.5.6
Submit Date: 2012-06-01 22:34:53
Certification Result: Uncertified-D (0.01%)
Personal 3D rating : 2 (1 is lowest, 5 is highest)
Stereo Profile: None Submitted

Sample Pictures


Comments

While it's good to see that TriDef have created a profile for Alan Wake, it leaves a lot to be desired. First off it disables the vast majority of lighting effects, something you can't even do in the in game menus, and for good reason. Without them many areas meant to be moody look garish and overly bright. On occasions areas render overly bright until you toggle 3D off and back on, though on other occasions that makes no difference. Then you have to consider that the volumetric lights all display at the wrong depth. Alan Wake is a game entirely about light and shadow. Trying to play the game in 3D with TriDef, breaks the former and almost completely eradicates the latter. In this game, that's just way too big a concession to put up with. The 3D is functional at least, but it does the game no favours. An improvement from how previous versions of TriDef coped with the game, but still not good enough to be worth using, and at way too high a performance cost to boot.


Part II: Required Game Setting Reductions & Adjustments

  • Turned off shadows entirely.
  • QA penalty: 30%
    Total penalties: 1


    Part III: Top Level Anomalies

  • The FPS performance is less than 30% of the 2D mode performance (while driver is resident and active).
  • QA penalty: 100% Turning on 3D brings a very large performance hit with TriDef.
    Total penalties: 1


    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% Clouds render at screen depth and environment fog only renders in the correct position for one eye.
  • 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 moon and stars at night render at screen depth, though the sky is rarely clear enough for this to be apparent.
  • Shadows that rarely flash or render at the wrong depth.
  • QA penalty: 5% Even though shadows are disabled by TriDef, some shadows remain and these do not render correctly. Rarer are weird shadow shapes in one eye as shown in the second screen.
  • 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, including the flashlight used for aiming, render at screen depth.
  • Lights and spotlights that are missing in one one of the two 3D views because they are unnaturally obscured, or they just aren't getting rendered on the screen while in stereoscopic 3D mode.
  • QA penalty: 10% Many lighting effects are not rendered the same way in both eyes.
    Total penalties: 5




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