Full Details


Game Title: Sleeping Dogs
Operating System: Windows 7 64 bit
Version of DirectX: DX 11
CPU: AMD 1090T
Graphics card: AMD HD7950
RAM: 8 GB
Video Driver: AMD 12.7 Windows 7 64 bit Beta
Stereo Driver: Native: AMD HD3D (Quad Buffer Support),
Submit Date: 2012-09-20 08:47:42
Certification Result: Bronze-D (45%)
Personal 3D rating : 3 (1 is lowest, 5 is highest)
Stereo Profile: None Submitted

Sample Pictures

None Submitted

Comments

You have to turn the blur effects off with Sleeping Dogs because they only appear in one eye instead of both during races. The crosshair used during gunfights is inaccurate. To aim, you have to shoot when the crosshair turns red rather than based on what you see it being aimed at. While most of the name tags are rendered in 3D, the navigation tags are rendered in mono. I decided to treat this as an artistic choice because it may not make sense to render the navigation tags in 3D (relative to everything else) because they often represent something too far away.

While this isn't a deduction, the depth and convergence settings don't behave as expected - you can achieve combined depth and pop-out effects, but it takes extra effort to find the right balance.

The left and right views are offset from each other, but the objects aren't actually getting a different enough viewpoint, so the game looks flatter than it is supposed to.


Part II: Required Game Setting Reductions & Adjustments

  • Reduced or turned off blur effects.
  • QA penalty: 5%
    Total penalties: 1


    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% I can't show this because HD3D can't save screenshots yet. However, I know that Nvidia is based on the same implementation (native quad-buffer), and their screenshots demo this. This issue mostly occurs in driving scenes.
    Total penalties: 1


    Part IV: Secondary Anomalies

  • Check here if you can't achieve any of the above
  • QA penalty: 10% One you have a gun, the crosshair is incorrectly aimed. It's to the left of where you should be shooting. The crosshair is in mono and is not based on dominant eye.
    Total penalties: 1




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