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Alan Wake PC FAQ

PowerK

Member
Are you comparing PvZ with Alan Wake? Thats crazy. The above bench was done with all settings cranked up, I assume you could achieve nice fps if you sacrifice some AA.
It was for your earlier comment below.
I don't understand why people think a game has to run magically perfect without the need of any real muscle on a PC just because the game is/was also on consoles.
Simple, IMO. And benchmark was only using 4xAA. Some of GPUs in the benchmark can be considered ten~fifteen times more powerful than Xenos in 360. At this point, I don't know what kind of new graphical features and updates Alan Wake PC version received. However, it just looks like running in higher resolution and with 16x AF (compared to 360's 540p resolution). And if this is the case, the performance should be significantly better than the benchmark.
 

Barakov

Gold Member
No mention on how this runs with a HD Radeon 6850? Oh well, I don't care, I'll buy it anyway.

I have the same card. I think we should both be fine. We won't be able to crank everything up but it should still look quite good with a decent frame rate.
 

Corky

Nine out of ten orphans can't tell the difference.
I'm fine with 30fps in a game like this... looks like I'll be cranking everything @ 2560x1600 on my 7970.

I wouldn't be surprised if you could hit 60 with an OC on your card while turning down some AA and maybe some other settings.
 
Looks like I won't be running it on max @ 60fps. QQ 5850 OC.

edit: Come to think of it, those results resemble BF3 benchies a little too much.
 

Card Boy

Banned
Looks great.

GPU benchmarks:
xD0g0.png

I guess i gotta wait for that $5 sale then, my 5870 weeps.
 
Hope it works well with Sli. My 560ti's are ready. That video looks pretty amazing. I've been hoping for this forever just so I had a reason to go through it again.
 

Zimbardo

Member
those benchmark results look kinda shit.

i was thinking that this old game should be able to be maxed out @ 1080p/60fps on a GTX460 1gig.

a GTX580 isn't even pulling a constant 60fps.

hopefully its just shit drivers and they improve, etc.
 
You never know until people take the time to tweak the settings. There could be one or two performance killing effects that can be easily tweaked or turned off.
 
those benchmark results look kinda shit.

i was thinking that this old game should be able to be maxed out @ 1080p/60fps on a GTX460 1gig.

a GTX580 isn't even pulling a constant 60fps.

hopefully its just shit drivers and they improve, etc.

"This old game" is pretty impressive looking on the 360. So those numbers don't seem too crazy when you think about quadrupling the resolution and doubling the frame rate, not to mention everything else like the AA and seemingly higher res textures. I'm sure if you set it to look like the 360 version, it will run fucking amazing for everyone.

You never know until people take the time to tweak the settings. There could be one or two performance killing effects that can be easily tweaked or turned off.

For sure. And new drivers will surely help also.
 

Zimbardo

Member
even the 7970 isn't pulling a constant 60fps.

that just seems a tad sad, imo.

not to mention the top of the line overclocked cpu.

this game just doesn't seem the type of game that would stress that kind of hardware @ those graphic settings.

(i have played the game on 360 ...its not mind blowing by any means).
 

BobsRevenge

I do not avoid women, GAF, but I do deny them my essence.
The benchmark is running at a significantly higher resolution than 1080p though.

edit: nevermind, misread.
 

derFeef

Member
Here are the settings compared to the 360 version:
http://forum.alanwake.com/showthread.php?t=7725

Also nice to see FXAA was added to American Nightmare :D

How these were on the Xbox360 build:

Resolution - mix of 960x544 and 1280x720, and some things like fog particles were rendered in half resolution that are rendered in full on PC.

Vsync - Xbox had "smart vsync" i.e. Vsync on if frame rate above 30, and off if below 30. PC doesn't support a mode like this. American Nightmare Xbox360 btw has a selectable Vsync (on, off, smart).

Antialiasing and FXAA - We had 4xAA on Xbox. FXAA was added to American Nightmare.

Anisotropic Filtering - Some textures where it was important had Aniso on Xbox (like the road texture with the yellow line), most were trilinear filtered only.

Shadow Quality - Xbox360 is somewhere around the medium setting. The rendering differs a bit so no exact comparisons can be made.

SSAO Quality - Xbox360 build had something like the Low setting - maybe with a bit less noise.

Backdrop Quality - Xbox360 Alan Wake used Medium.

GodRay Quality - Xbox360 build had this turned to off except for some specific scenes where we had the performance to turn it on and had most visual impact. The quality was less than "High".

Volumetric Light Quality - Xbox used the "Low" setting.

Draw Distance - Xbox build had this at Full - it was mainly added as an optimization. Draw calls are way more expensive on the PC than they are on the Xbox360, and this reduces draw calls.

LOD Distance - Xbox build had this around the middle mark.

FOV - Middle / default is the one Xbox360 version used too.
 

PowerK

Member
What disappointed me was that when it was being developed for the PC... it was going to be pretty much an open world sandbox game complete with a day night cycle.

Instead, it was dumbed down into a 100% third person shooter to cater to console.

Original Alan Wake (as intended for PC) :

1159387401.jpg


etnkf.jpg




Current Alan Wake (for consoles & PC) :
Well, pick any (dumb down) console screenshot from any site to see.
 
What disappointed me was that when it was being developed for the PC... it was going to be pretty much an open world sandbox game complete with a day night cycle.

Instead, it was dumbed down into a 100% third person shooter to cater to console.

It turned out to be a fuck awesome game. Who cares that it's not open world like their original plan? That's like being pissed that Halo isn't an RTS or that Ocarina of Time isn't a FPS.
 

Mr_Zombie

Member
What disappointed me was that when it was being developed for the PC... it was going to be pretty much an open world sandbox game complete with a day night cycle.

(...)

Current Alan Wake (for consoles & PC) :
Well, pick any (dumb down) console screenshot from any site to see.

Seriously, when will people stop complaining about this? The game went from a sandbox to linear because it is a story driven game and Remedy thought it would be hard to do a tight storytelling in a sandbox game (and they were right). The engine is still capable of rendering vast landscapes and real time lighting changing; it just isn't used in the current game that much.
 
Seriously, when will people stop complaining about this? The game went from a sandbox to linear because it is a story driven game and Remedy thought it would be hard to do a tight storytelling in a sandbox game (and they were right). The engine is still capable of rendering vast landscapes and real time lighting changing; it just isn't used in the current game that much.

they won't, sadly. because remedy can't go back in time and keep the game a PC exclusive. i mean, it wouldn't have stopped the game being turned into something more linear in structure like all these mad people think, but at least then they wouldn't blame it on consoles or say stupid stuff that infers that relatively linear 3rd person games, are somehow inherantly inferior to more open world games.

the game, as i understand it, would have been structured kind of like Deadly Premonition, with an open overworld, and the story missions would have always been more linear things. we'd just have been able to drive between them, and explore the roads and certain locations at our own leisure.

i'm sure the hike up to lover's peak, say, would have been pretty much identical to what we do in the final game.

graphically, people don't appreciate how fillrate heavy this game is. there's a reason the 360 version runs at such a low resolution. it's no surprise to me at all to see performance crashing down as you crank the resolution.

this game will be littering the screenshot thread for weeks to come, because some textures aside, it's going to look pretty incredible on PC.
 
they won't, sadly. because remedy can't go back in time and keep the game a PC exclusive. i mean, it wouldn't have stopped the game being turned into something more linear in structure like all these mad people think, but at least then they wouldn't blame it on consoles or say stupid stuff that infers that relatively linear 3rd person games, are somehow inherantly inferior to more open world games.


For something to be truly interactive, you need a degree of freedom. The video game medium is, inherently, about interactivity. Open world games are better suited to accomodate higher degrees of freedom and thus, interactivity. Therefore, it is not terribly out of line to think that there is something 'better' about open world games when compared to linear products.

However, most open world games don't live up to that promise. Or my idea of what they should be.

Disclaimer: I fucking loved the way Alan Wake turned out.
 
For something to be truly interactive, you need a degree of freedom. The video game medium is, inherently, about interactivity. Open world games are better suited to accomodate higher degrees of freedom and thus, interactivity. Therefore, it is not terribly out of line to think that there is something 'better' about open world games when compared to linear products.

However, most open world games don't live up to that promise. Or my idea of what they should be.

Disclaimer: I fucking loved the way Alan Wake turned out.

thing is, you aren't disagreeing with me. while on paper and in your imagination, open world games should always be better, the end products aren't very regularly... so if a developer switches to a more linear design, we shouldn't be presuming that it's 'dumbing down' the game. like i said, there's nothing inherant that automatically makes an open world game better than a more linear one.

i love GTA4 for example, love it love it love it, but RE4 is still the best game ever made and if anything it's less linear than the earlier Resident Evil games (and less linear than Revelations somehow, despite revelations weird chapters and cutting from one place to the next).

until someone figures out how to have a story as well put together as Alan Wake in a more open design, i hope both types of games stay around.

Alan Wake PC looks better than most PC games I can think of. thus my lack of surprise to find it's a demanding title... of course people just want to cry 'crap port' and 'ruined by consoles' irrespective of the facts. but oh well.

on performance, remember to hit 60 fps at 1080p you're talking about pushing eight times the pixels of the 360 version. furthermore, we're adding effects and not rendering things like the fog at reduced resolution. so yeah, ten to fifteen times more powerful than Xenos to approach 60 fps at 1080p with the settings cranked isn't really that crazy for a game with LOD settings. remember, we're pushing further draw distances and more polygons too.
 

shinnn

Member
What disappointed me was that when it was being developed for the PC... it was going to be pretty much an open world sandbox game complete with a day night cycle.

Instead, it was dumbed down into a 100% third person shooter to cater to console.

Original Alan Wake (as intended for PC) :

http://media.teamxbox.com/games/ss/1148/1159387401.jpg[img]

[img]http://imgur.com/etnkf.jpg[img]



Current Alan Wake (for consoles & PC) :
Well, pick any (dumb down) console screenshot from any site to see.[/QUOTE]

Yep. Because there is NO open world games on consoles, right? SMH.
 

mxgt

Banned
Preparing to read the shitstorm of trolling in the comments of that video. Never disappoints.

PC version looks fantastic, can't wait for tomorrow.
 

Corky

Nine out of ten orphans can't tell the difference.
So my 7970 won't be able to hold a constant 60FPS. Hilarious.

that was an old build and everything max and at 2560x1440 at that.

You can easily drop msaa down a notch or two and maybe reach 60.
 

derFeef

Member
Situation in Remedy must be somber right now... pirates have struck.

http://www.eurogamer.net/articles/2012-02-15-remedys-message-to-alan-wake-pc-pirates-enjoy-the-story

"But some people are going to pay for it and some people aren't. At the end of the day for us it's about entertaining as many people as possible."

"Of course we hope people will pay for it, but if they don't, at least enjoy the story," he said. "Maybe they'll get something else in the Alan Wake universe somewhere down the line."
Heh. BUY THE GAME DAMMIT! :)
 

Mr_Zombie

Member
Huh, shouldn't Steam prevent the game from day-0 piracy (pre-release piracy, or whatever it is called)?

Also, it seems Remedy knew that the game will be pirated:
http://www.eurogamer.net/articles/2012-02-15-remedys-message-to-alan-wake-pc-pirates-enjoy-the-story

Ultimately, though, Hakkinen and Remedy employ a laissez-faire attitude to PC game piracy.

"You can't fight it, really," he said. "It's just the way it is. Of course I hope people go on Steam or get the retail copy. But if they don't, they don't. I'm not going to get a stomach ulcer from it. It's just the way it is."

EDIT: Damn you derFeef >:|
 

derFeef

Member
Retail game is coming out on March 3rd on PC via retail... discs are already pressed etc. I think. This really stinks, but it's sadly nothing exceptional nowadays.
 
Retail game is coming out on March 3rd on PC via retail... discs are already pressed etc. I think. This really stinks, but it's sadly nothing exceptional nowadays.

are SOL in the US if we don't want to import do you know?

Wow...

I don't remember Alan Wake being that blurry on the 360. Is it a video compression thing?

it's a frame buffer thing. it is that blurry.

one thing to point out about that head to head, they've used IGN's footage for the PC version, and IGN were playing it with a higher FOV than default. just something to keep in mind.
 
That's what happens when you do raw footage of a 540p output that isn't heavily processed by the TV's upscaling and whatnot.

to be fair, it isn't a 540p output. it's always been the case that Alan Wake outputs a 720p framebuffer final image, it's just that it internally renders its environments at 540p, does some stuff at lower resolution than that, like the fog effects, and does other stuff at higher resolution than that, like the hud.

you can actually tell that the 360 footage hasn't been artificially fucked up, because text and hud elements are still sharp (as they should be at 720p).
 

Sethos

Banned
to be fair, it isn't a 540p output. it's always been the case that Alan Wake outputs a 720p framebuffer final image, it's just that it internally renders its environments at 540p, does some stuff at lower resolution than that, like the fog effects, and does other stuff at higher resolution than that, like the hud.

you can actually tell that the 360 footage hasn't been artificially fucked up, because text and hud elements are still sharp (as they should be at 720p).

Isn't real 720p output either, apparently.

"Beyond3D appears to be somewhat confused as well. Most consider the opaque geometry framebuffer to be the "game resolution," which is 960x540 in the case of Alan Wake, but they do agree that there is more to Alan Wake than just that, which makes this entire situation sort of complicated... It isn't strictly 540p. But it isn't strictly 720p either."

Whatever the case, output that image on a monitor without upscaling, TV filters etc. and it'll look blurry, like a lot of console titles.
 
Isn't real 720p output either, apparently.

"Beyond3D appears to be somewhat confused as well. Most consider the opaque geometry framebuffer to be the "game resolution," which is 960x540 in the case of Alan Wake, but they do agree that there is more to Alan Wake than just that, which makes this entire situation sort of complicated... It isn't strictly 540p. But it isn't strictly 720p either."

Whatever the case, output that image on a monitor without upscaling, TV filters etc. and it'll look blurry, like a lot of console titles.

it's different to most console titles, though which is what i wanted to clarify. a lot of games on console run at a lower resolution and it effects everything in the game. HUD elements, in game FMV, everything. most every game with a lower than 720p resolution is this way. in those games, the framebuffer (as i understand it) outputs it's lower res image, which then gets scaled to 720p and which is then displayed on screen.

what Alan Wake does is different. the engine scales the gameplay in this case, rather than the hardware, and this allows them to have a number of things at full 720p, despite the bulk of the game being rendered at less than that. so for example, FMV in Alan Wake is full 720p and looks as sharp as 720p video should. i believe thats a big part of why they approached it the way they did. sharp crosshairs, subtitles and other hud elements are a bonus too.

i don't know if any in game effects are done after the engine scales that image to 720p but it's plausible that some could be. i do know some are done at lower precision than 540p. but if we're talking IQ, i think it's an important distinction to make, because a lot of the elements (all the cutscenes, and the game has a lot of those and not everyone may realise that they aren't in engine) don't look like other games that run at lower framebuffers.

as your quote says, Alan Wake's frame buffer is full 720p, but obviously the resolution of a lot of what we're seeing is below that.
 

Sethos

Banned
Whatever the case might be, the game still looks blurry on monitors that apply not scaling or filters, more so than other console titles. So no matter what they've done to the rendering process was obviously meant for the TV output, it sure as hell doesn't look crisp or hot anywhere else - I can vouch for that. Hence why Ricky_R is surprised how blurry it looks, as the recording bypasses all the improvements a TV makes to the image.
 
Whatever the case might be, the game still looks blurry on monitors that apply not scaling or filters, more so than other console titles. So no matter what they've done to the rendering process was obviously meant for the TV output, it sure as hell doesn't look crisp or hot anywhere else - I can vouch for that.

and i'm not arguing with that. the IQ of Alan Wake on 360 is *terrible* but it's graphics shined in many other ways. the PC version improves what was good, and completely fixes what was terrible :)

although cutscenes will presumably remain 720p 30 fps, at least the cutscenes weren't horribly compressed and should look as good as they did on consoles.
 

SoulClap

Member
That's what happens when you do raw footage of a 540p output that isn't heavily processed by the TV's upscaling and whatnot.

Even after the processing and scaling the game was blurry as fuck on my TV. Can't wait to play the definitive version tomorrow.
 

Khal_B

Member
Really weird that the game hits tomorrow and there's no pre-order anything on Steam. Didn't even know there was a page for it on Steam till I read a couple of posts up. I would have thought this game would have been advertised a bit more on the front page.
 

Hawk269

Member
Even after the processing and scaling the game was blurry as fuck on my TV. Can't wait to play the definitive version tomorrow.

Yes it was. I loved the game, and I thought the graphics were pretty amazing in some areas, but the lower rez and "fuzzyness" of the visuals took alot away. I kept telling myself how amazing would this game look at 720p and 30fps....and within the next 24 hours I will be able to play this bad boy at 1080p and 60fps with every option maxed out...I cannot wait!!!!
 

Ricky_R

Member
Come on guys... No need to argue over my ignorance. ;)

I saw that it looked more blurry than I remember and I thought it might've been due to shitty video compression or something.

Do TV's really add some filters that make video games (in this case) look better? Aside from pre-established settings?
 
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