
While Alan Wake Remastered is built upon the original game’s engine, it features a complete redo of textures and models. There’s at least still a general draw distance slider, as well as separate settings for shadow, volumetric light and terrain qualities. Alan Wake Remastered actually removes certain settings that could be toggled or fine-tuned in the original, including god rays, LOD render distance and grass render distance. However, not all the changes here are additions. You can switch the HUD on and off, too, and enable or disable motion blur (more on this later) with far less fuss than the original needed.

FoV adjustment and a film grain toggle are also welcome additions, especially as the graininess of the latter seems dialled up in the remaster. You can also now select which display to play on, which might be useful if you’ve set up two monitors. There are plenty more in the Advanced Options sub-menu. Don't have a GPU that supports DLSS? You can pick one of the three. Speak of, TAA is a new addition too, adding to the original game's FXAA and MSAA options. This should ideally be left on the ‘Quality’ setting for fully smoothed-out edges, but is generally preferable to the TAA, FXAA, and MSAA options. DLSS is the big one – recent GeForce cards will be able to ditch conventional anti-aliasing in favour of Nvidia’s combined upscaling/AA tech.
#Alan wake remastered changes Pc#
The PC version of Alan Wake Remastered is awash with updated customisation options.

That said, the remaster isn’t without ambition, so here’s your guide to everything it changes – and how it looks next to the 2010 original. Personally I concur that Alan Wake Remastered is not the most appealing prospect if you’re counting pennies, and it’s disappointing to see Remedy deciding against ray tracing despite a.) nailing the tech first time in Control, Alan Wake’s universe-mate and b.) light itself integral to Alan’s in-game toolkit.
