The Last of Us Remake | March 28th 2023

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The micro stuttering isn't the usual stuttering, and vsync etc in NVCPL will not fix it. This is camera panning stutter first seen in Uncharted (and still unresolved because no patch to that game has come out since NOvember ish?) - Anyway it is in Naughty Dog's list of known issues this time round so they should fix it. In the meantime, solutions to work around it to some degree is an OLED monitor with Gsync etc that will reduce the severity and it only being noticed in scenes with lots of straight vertical textures typically.
 
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Made a huge discovery regarding performance and smoothness....

If I run the base version of the game with no hotfixes, and use Nvidia driver 528.49 I get slightly better overall FPS but most importantly I get perfectly smooth camera panning (this is using a gamepad by the way! A DS4 via DS4Windows with the profile set to use DS4, not Xinput).

If I use the latest drivers and/ or the hotfixes I get slight hitching/ judder on camera panning (this is not the controller Xinput bug that some people are reporting which is a more specific / weird issue with camera panning completley stopping/ hitching!). The only way to fix if using hotfixes and latest drivers is to lock fps to 60 and maintain - it's basically like Gsync is not working.

Using 528.49 and the base non-hotfixed game I let Gsync do its thing and panning is perfectly smooth regardless of fps, as it should be if GSync is working and /or the game isn't borked (getting about 75-95fps in the very first city area. Ultra pre-set, DLSS Quality, 3840x1620 ultrawide res)

The difference is night and day and confirmed by multiple tests by me. However I've not played the game long enough or past that first area to see if I get any crashes so it could be a win lose.
I should point out I have a 3090 so 24GB Vram and 32GB system Ram. It sounds like lack of Vram and especially system ram can be an issue for stability and stutter/ hitching in general for this port.

Update - just checked with mouse and keyboard and mouse camera panning feels horrible so it does not fix that!
 
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It's quite ironic really. Sony have pulled a master stroke...

Game runs fine on a £500.00 console.

Just about runs ok on a £1500.00 GPU and another shed load of cash on everything else required to game on PC these days.

Hey atleast we have wide-screen gaming and Nexus Mods folks.

Oh and benchmarks...


That's called console optimisation for ya, they run better with toaster hardware
 
Made a huge discovery regarding performance and smoothness....

If I run the base version of the game with no hotfixes, and use Nvidia driver 528.49 I get slightly better overall FPS but most importantly I get perfectly smooth camera panning (this is using a gamepad by the way). If I use the latest drivers and/ or the hotfixes I get slight hitching/ judder on camera panning. The only way to fix is to lock fps to 60 and maintain - it's basically like Gsync is not working.

The difference is night and day and confirmed by multiple tests by me. However I've not played the game enough or for long enough to see if I get any crashes so it could be a win lose.
I should point out I have a 3090 so 24GB Vram and 32GB system Ram. It sounds like lack of system ram can be an issue for stability in general for this port.
In most cases it looks nice and smooth on controller for me but it is horrid on mouse. :p
 
Interesting, a bit into Left Behind now and noticed the NPCs are more cunning than in the main story, wonder if the AI has been tweaked in the DLC. I watched one guy dodge my arrow earlier!

 
Yet having tried the same too I can confirm that this doesn't fix it - Maybe certain config variations work for it and others not, much like how the latest hotfix sorts crashing for many of us, but not others. Either way the only way to fully fix it is if the developers fix it at the engine level, which is where the issue is, not with user hardware/software.

As noted, it is the exact same with Uncharted, and Iron Galaxy have not fixed it on that, but Naughty Dog are sorting the issues out on this game, and have recognised it as an issue.

The difference between the two game sis that Iron Galaxy developed the PC port for Uncharted, Naughty Dog developed the PC port for Last of Us, then handed it over at a later stage to Iron Galaxy and oversaw the remaining progress.
 
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Building shaders is taking ages, 5800X3D pegged at 100% as well.

Performing well enough, 4070 Ti, 4K ultra with DLSS quality. Tends to stay above 60fps with 1% lows dipping at most to low 40s in intensive scenes.

I noticed applying a frame cap doesn't help smooth it out. A frame cap of 60 results in 1% lows of 30fps, whilst uncapped results in much better 1% lows.

CPU utilisation is very high at times although not bottlenecking GPU.
 
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Yeah CPU isn't being bottlenecked, but it is utilised higher than most games, this is on level with Cyberpunk 2077 now, another game that seems to utilise CPU quite heavily, always has done.

I've just played with the Xbox wireless controller and can confirm that there is zero camera panning stutter with controller use. This only affects the mouse. So this confirms it is 100% a game engine thing in how it translates mouse input for the camera. It's unreal how smooth it is with the analogue stick. I and a mouse and keyboard gamer though so prefer that option for all but racing or flying games.
 
Another crash, game stalled then CTD

Every other game works fine on my 3070 ti? :confused::confused::confused: Sooner Nvidia fixes this in the next driver the better!
 
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I had my first in-game crash after the latest update, so re-installed to the first update, where I had zero issues.

Using the earlier oo2core file, it only took nine minutes on my 12700K to do the shader compile, can't grumble with that.
 
I just staretd a New Game+ and set DLSS on Balanced as a means to test something out with with resource use, game crashed in the car scene to deskop. Was using controller at the time. reloading again with DLSS on performance see if it does it in the same scene again.

Bizarre considering I completed the game, and then Left behind with no issue since Patch 1016!

Interestingly the framerate and frame time even through the explosions is very smooth as of the last patch. But as others have found, and now myself on this New Game+ run, memory leak is still there...
 
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You've completed it already? It only came out on Tuesday! :cry: That's some good going, fair play...

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Yes indeed, did I mention Last of Us is one of my highlight gaming experiences of all time from the PS3 days?!

I think I've figured out the crashing, my RTSS was specifically configured to only show a game's RAM and VRAM use, so whilst I had a idea of what the total system use would have been inc OS VRAM etc, the total expense painted an accurate picture of the situation. Now I've added total VRAM and RAM use.

That's not to say the game isn't at fault too though because memory management exists for a reason, if VRAM limits are reached then it should be polling to pagefile/system RAM (where available) - I have 64GB of RAM, so you'd expect data to be sent there instead of a crash to desktop!

CGCXNrG.jpg

Check this out, during the start of my New Game+ the total VRAM use is 11.2GB, that's with ultra everything at with DLSS set to Performance, so that's an internal resolution of 1720x720 then AI reconstructed to 3440x1440. Setting DLSS to Quality puts at least a 250MB cost on top of that 11.2GB, and I fully suspect that during gameplay, at random points whether it's the game or Windows DWM itself (since the game runs in a borderless window and does not have a fullscreen exclusive mode) will spike the VRAM even slightly resulting in VRAM limit being reached and then you have a crash to desktop. Whereas DLSS Performance keeps the VRAM use below whatever the safe limit is before a crash happens.

I've already shown that DLSS Performance vs Quality has virtually no image quality difference, so I would recommend staying on DLSS Performance for the sake of VRAM use alone if you must use ultra settings. For the record, I played basically the entire 2nd half of the game with DLSS Performance with no issues, yet the moment I enabled DLSS Balanced, got a crash. Before the latest patch I was getting the crash on any DLSS mode - So they have addressed some of the issue, just not all.

there's no way that at a native res of even ultrawide 1080P Ultra, that a 10GB VRAM GFX card would cut it in the game's current state of memory management.
 
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Performing well enough, 4070 Ti, 4K ultra with DLSS quality. Tends to stay above 60fps with 1% lows dipping at most to low 40s in intensive scenes.

I noticed applying a frame cap doesn't help smooth it out. A frame cap of 60 results in 1% lows of 30fps, whilst uncapped results in much better 1% lows.

CPU utilisation is very high at times although not bottlenecking GPU.

2 hours later all was fine. Time for bed.
 
Completed the main story earlier, what a ride and rounds of nostalgia from the 2013 play on PS3. Game says I took just over 15 hours: Will start Left Behind DLC shortly.





I'm on 531.41 Studio version not Game Ready, not seen a crash since the latest game hotfix. May I suggest those seeing crashes install the Studio release driver and see if that helps?

I'm on the 531.46, Vulkan Drivers, which is just after the 531.41's
 
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Enjoying the game so far! with my lowly 3060 and amd 5800x, no idea on fps @1440p, default settings with dlss enabled, just getting on with it :p one thing that did impress was the integration with my razor keyboard, the lights go red when i'm low on health and other indicators, pretty snazzy that i've not seen before. im easily pleased :D
 
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Just updated my Graphics Drivers to the latest Vulkans and WTF!!! The game is REDOING all the ********** Shaders again!! So those of you who had to wait well over an hour, if you update it will do it all again :mad: :mad: :mad:
 
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