The Last of Us Remake | March 28th 2023

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Only going to get worse moving forward, a strong CPU and GPU will be required, especially once the UE5 powered games start coing out.

Nothing new really, or I'd still be rocking my 386 and 512k Trident graphics! :p
Very true - I think this is just the first time i've not been able to bruteforce a poor console port for a while! Will need to upgrade once the house extention is behind me...
 
I'm happy my 12700KF will be ample for that side of things for a few more years yet, and only just upgraded GPU for the brute force approach given how games are currently released.

Keep in mind that shader stutter and traversal stutter cannot be fixed with brute force though, and these two issues seem to be the biggest problems faced with PC ports these days. It's an oversight by the devs at an engine level that they seem to keep forgetting.
 
I'm happy my 12700KF will be ample for that side of things for a few more years yet, and only just upgraded GPU for the brute force approach given how games are currently released.

Keep in mind that shader stutter and traversal stutter cannot be fixed with brute force though, and these two issues seem to be the biggest problems faced with PC ports these days. It's a can't be bothered attitude by the devs at an engine level that they are too ******* lazy to fix.

Fixed that for ya.
 
It's funny because Epic have given the fix for UE4 and instructions how to fix it so devs could very easily add it before launch but they wait weeks/months after launch by which point public ridicule has ruined the review scores for the games anyway. Last of Us being a prime example of the latest game.

Thankfully UE5 implements the fix out of the box so we only have to put up with it for as long as devs still use UE4.
 
It's funny because Epic have given the fix for UE4 and instructions how to fix it so devs could very easily add it before launch but they wait weeks/months after launch by which point public ridicule has ruined the review scores for the games anyway. Last of Us being a prime example of the latest game.

Thankfully UE5 implements the fix out of the box so we only have to put up with it for as long as devs still use UE4.


Don't talk sense.

MAssive amounts of VRAM is the fix for games apparently. A belief held by many. Dunno why people get confused with the differences between HARDware and SOFTware and which one is more easily modifiable than the other.
 
Well I finally gave it a go and the CPU fixes seem to have done nothing - I know I should'nt be expecting top end performance but when most other games on the market (including the other PS5 ports!?) works well I really expect more!
 
Lol I come back to Cyberpunk time and time again. For all its early failings, it has ended up being in my eyes the pinnacle of what an optimised engine is right now.

Look at this comparison, Path traced RT, Psycho SSR, Ultra settings. And with or without DLSS enabled makes little difference to VRAM or RAM use, CPU utilisation remains consistent, a healthy balance across all physical cores:
G9DzeLM.jpg

Now look at Hogwarts:
HogwartsLegacy_2023_02_23_20_04_04_841.jpg


And now Last of Us:
arzxCm7.jpg Cyberpunk in a massive open world landscape with no loading between any area of the map using under 5GB of system RAM and under 12GB of VRAM?! What is this wizardry....

I can understand the VRAM use if its reasonable allocation, stuff needs to be cached, so if you've got more VRAM then the allocation will be there, that's normal, but it should not max out your VRAM to the point performance is impacted like we saw with the early versions of Last of Us and Hogwarts which then caused crashes in certain situations.

Why do these non-open world games need 13GB+ of system RAM?! It points to inefficient optimisation, or as put aptly above, lazy developers (or their managers not letting them spend more time to apply fixes before launch :p)
 
The textures in a lot of these games really aren't that great, I don't see how they can justify the insane VRAM requirements.

Just look how awful medium textures look in this, there's no way 8GB+ is necessary for potato quality textures.
 
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Lol I come back to Cyberpunk time and time again. For all its early failings, it has ended up being in my eyes the pinnacle of what an optimised engine is right now.

Look at this comparison, Path traced RT, Psycho SSR, Ultra settings. And with or without DLSS enabled makes little difference to VRAM or RAM use, CPU utilisation remains consistent, a healthy balance across all physical cores:
G9DzeLM.jpg

Now look at Hogwarts:
HogwartsLegacy_2023_02_23_20_04_04_841.jpg


And now Last of Us:
arzxCm7.jpg Cyberpunk in a massive open world landscape with no loading between any area of the map using under 5GB of system RAM and under 12GB of VRAM?! What is this wizardry....

I can understand the VRAM use if its reasonable allocation, stuff needs to be cached, so if you've got more VRAM then the allocation will be there, that's normal, but it should not max out your VRAM to the point performance is impacted like we saw with the early versions of Last of Us and Hogwarts which then caused crashes in certain situations.

Why do these non-open world games need 13GB+ of system RAM?! It points to inefficient optimisation, or as put aptly above, lazy developers (or their managers not letting them spend more time to apply fixes before launch :p)
1 cyperpunk was made from ground up (engine wise)
2. warner brothers just want money not wasted time
3. las of us wad ported my amateurs to save money for sony from a very old base code thats very cpu heavy
 
I just checked, I think it was mentioned earlier in the trhead but yes it seems FSR does have AA whereas DLSS does not, look at the comparison below, note the AC units above the doorway especially.

DLSS Quality:
aTwUYtF.jpg

FSR Quality:
MrnDhtf.jpg

Curiously enough the framerate is higher using FSR too lmao.

Edit* Oh yeah just did the car bit where it was mentioned in another post here that the framerate tanks a bit during the whole section, and yep if I wasn't looking at RTSS then I'd never know but assuming anyone is on a lower fps average then they'd notice for sure. My fps range in this section varies bewteen 90 and 130!!! Crazy given that barely anything happens in this part of the game other than pushing the truck and a handful of infected spawn:


Keep in mind, a new patch is due this week which is said to optimise the CPU and other performance improvements.

Cheers for testing and confirming the anti aliasing DLSS prob with pics mrk (I'm too lazy), glad someone else picks up on these things.

What a weird issue, I know this game has its problems but I don't see how it's possible for AA not to work with DLSS, it's an integral part of the upscale pipeline. No other games have this issue.
 
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RED Engine isn't a ground up engine for Cyberpunk, it's adapted from their in-house engine, it still wasn't great, but has now become great after 2yrs+ of patches and optimisation.

Last of us was not ported by amateurs, it was almost wholly developed for PC by Naughty Dog themselves, with some assistance from Iron Galaxy at a later stage. This is why Naughty Dog themselves are handling the current round of patches to the game. They said this themselves in a publis statement during development.
 
Cheers for testing and confirming the anti aliasing DLSS prob with pics mrk (I'm too lazy), glad someone else picks up on these things.

What a weird issue, I know this game has its problems but I don't see how it's possible for AA not to work with DLSS, it's an integral part of the upscale pipeline. No other games have this issue.
Luckily FSR works nicely so happy to continue playing wiht that, but yes you'd expect DLSS to be the superior upscaler but nope not in this game!

Not tested yet myself but sounds like the latest patch does absolutely **** all? That about it?
I think this patch boils down to targeting the graphical quality on the lower end of the settings, so low to medium settings where previously the textures etc would resolve poorly amongt other thing. Whereas on the highest settings it's already rendering high quality and streaming textures at a higher rate, so we see little difference if at all. , and the patch notes state further CPU optimisations are coming, although every patch has said this so far...
 
Patch 1.040 is out (This is actually the 8th patch since release) - and it's 20gb in size !!!

Patch notes:
This update includes framerate optimization, graphical and texture fidelity, crash fixes, and more. We will be releasing additional CPU optimization, framerate and texture fidelity improvements in upcoming patches.


  • Optimized CPU and GPU use throughout the game
  • Improved texture fidelity and resolution on in-game Low and Medium settings
  • Improved graphical fidelity on the in-game Low graphics preset, particularly water surfaces no longer appear black
  • Fixed a crash that may occur during shader building
  • Fixed a crash that may occur when quitting to the Main Menu
  • Fixed a crash that may occur when dying after combat
  • Fixed an issue where, on first boot, players may experience longer wait times to load into the game
  • Added an option for players to lock and unlock performance stats simultaneously in the HUD menu (Options > HUD)
  • Added descriptions in the Graphics menus to better explain when certain settings may affect another (Options > Display)
  • Added a Texture Streaming Rate setting (Graphics > Texture Settings)
  • Fixed an issue where skipping cutscenes during a critical load may cause the game to hang
  • Fixed an issue where the shader load warning did not appear while relaunching the game
  • Updated the VRAM bar to more accurately display the OS+Apps usage
  • Fixed an issue where the Screen Reader read values for locked settings which may imply those same locked setting were active
  • Fixed an issue where aiming downward while using keyboard and mouse (KBM) may increase camera sensitivity
  • Refined the handling of certain commands that are assigned the same KBM keybinding
  • Corrected Brazilian Portuguese, Croatian, Dutch, Finnish, French, Greek, Hungarian, LATAM Spanish, Spanish, Thai, and Traditional Chinese translations for multiple menu options
  • [Ultrawide Displays] Corrected the Rangefinder reticle position for the bow
 
Performance is largely fixed, was 90fps odd on my 3080 Ti. It's the minor bugs now and fps dips in various areas that remain and FSAA not working when using DLSS.
 
More than enough, after the patch the game kept vram to below 12GB, this was always an engine bug that they ended up fixing, yet youtubers and people online claimed VRAM wasn't enough. It was enough.
 
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