Full Details

Game Title: Sleeping Dogs
Operating System: Windows 7 64 bit
Version of DirectX: DX 11
CPU: Intel i5 2500k
Graphics card: nVidia GTX 470
Video Driver: nVidia 301.42 Windows 7 64 bit WHQL
Stereo Driver: Native:
Submit Date: 2012-08-22 01:27:36
Certification Result: Bronze-D (55%)
Personal 3D rating : 3 (1 is lowest, 5 is highest)
Stereo Profile: None Submitted

Sample Pictures

None Submitted


Go into the games data folder e.g. C:SteamsteamappscommonSleepingDogsData
Open DisplaySettings.xml with an editor like notepad++
Tweak the 'Option3DDepth' and 'Option3DConvergence' settings to your taste. NOTE: 'Option3DDepth' controls convergence and vice versa!

Only 2 because cut-scenes can be jaring at 'high' convergence settings.
Also the objective HUD marker pops out slightly instead of being at depth. This is annoying though infrequent.
And some vehicle scenes have very little separation.

Part II: Required Game Setting Reductions & Adjustments

Total penalties: 0

Part III: Top Level Anomalies

  • Ineffective use of convergence and camera controls where even though the left and right images are offset from each other (i.e. the image is doubled), the views are very much the same. The result is large portions of the game look flat no matter what you do with the 3D settings. To confirm this, take a screenshot, and using a 3D image editor or viewer, put one image on top of the other. If there are only hairline differences between the two views, pick this bug. This is not the same as an identical left/right view. Please select this anomaly even if the HUD has differences, but the game scenery itself exhibits the problem. If the views are completely identical with the exception of the HUD/GUI, choose the above option instead. In 3D, up-close objects should have the highest amount of changes between the left/right view while objects in the far distance may only have hairline differences. If the scenes are all showcasing far distant objects and scenery, then this is a natural practice, and shouldn't be treated or selected as a visual anomaly. Make sure to include a screenshot to help demonstrate this anomaly if possible.
  • QA penalty: 40% Only some scenes - and difficult to notice but no denying the lack of separation.
    Total penalties: 1

    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% The target icon is at screen depth or worse pops out!
    Total penalties: 1