||Saints Row: The Third
||Windows 7 32 bit
|Version of DirectX:
||nVidia GTX 580
||nVidia 310.70 Windows 7 32 bit Beta
|Personal 3D rating :
||4 (1 is lowest, 5 is highest)
There are three things to do that make this playable and enjoyable in stereoscopic.
1) Use DX9. DX11 suffers from the character halos, and is not fixable.
2) Change the profile to use the same one as the game Prototype.exe. Not sure why, but NVidia's profile for Saint's Row the Third is completely broken and useless.
3) Use zero depth, but high convergence. This pulls the main character and pieces out of screen, but allows for a lot of depth with only occasional crosstalk. The convergence used here is about 200.
The red text on the setting screen is from the HelixMod dxd9.dll and was used only to determine convergence level. No Helix mods were used to make these screen shots.
Part II: Required Game Setting Reductions & Adjustments
|Turned off shadows entirely.
||QA penalty: 30%
Total penalties: 1
Part III: Top Level Anomalies
Total penalties: 0
Part IV: Secondary Anomalies
|Objects or effects that are out of sync with the 3D display. For example, sparks or indicators that blink or flash in alternating eyes instead of both eyes at the same time and in the same shape/intensity.
||QA penalty: 5%
||Lights on the wall, table lamp have out of sync effects.
Moon is at wrong depth.||
|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%
||HUD elements at wrong depth make for visual conflict when using high convergence. Only a problem in rare views like this.
Aiming works fine, including target tags, except for Radar in lower left overlaying her head.||
|Shadows rendered at screen depth and appear in both eyes, but are not separated proportionately like the other screen objects.
||QA penalty: 5%
||Shadows are usable if you turn convergence down to about 50, but that makes for too little stereo.
Total penalties: 3