The Last of Us Remake | March 28th 2023

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It's a nothing burger as far as patches go this one:

  • Fixed an issue where loading into the game while shaders are building in the background causes an infinite hang
  • Fixed an issue where, following a crash, the crash data may submit incomplete telemetry
 
Seems to be in a pretty good place now. I was using moonlight to stream it to my TV today and it was rock solid 90fps (limited) whereas previously it was a mess when streaming
So it's out of Beta now?

Looking forward to buying it.

In fact I am going to make a thread, as it's been bothering me!
 
So it's out of Beta now?

Looking forward to buying it.

In fact I am going to make a thread, as it's been bothering me!
I'm not sure its out of beta. Had to set up a developer account on the LG website, then install the dev tool app on the TV, connect from my pc and sideload moonlight from there.

Its fairly simple to do tbh.
 
Lol. What a joke. Same lot in here were lapping it up. Who is laughing now :cry:

Naaaaaaw, optimizing NEVER fixed the game AGAIN did it?, 'same lot' have gone quiet though.

Maybe they've learnt that release day performance isn't actually a good measure for estimating 'actual' game performance, especially from the first one down to 2fps = the cards fault.

Some people really do struggle with how software and hardware work and which you can change easily. The tangible and intangible elements, are a bit hard to understand for some.

Some love paying MSRP and due to bugs and terrible performance miss out on the immersion a decent game should draw you in with.

Just started playing Dying light 2, half price and excellent performance- I'm sure that one fell over on release. Pixel peeping or DLSS hate.

TLOF is on the to play list in 6 months-1yr. As will be Hogwarts.....
 
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As will be Hogwarts.....

Hogwarts is mostly fixed, as long as you avoid ray tracing which they broke even more with the latest patch which is a shame as it is a game which would look stunning with a proper path tracing implementation. Though they could do a lot more to improve the PC adaption especially controls wise but I don't think that will ever happen.

EDIT: Saying that there would seem to be some considerable optimisation possible under the hood but again I'm not sure that will ever happen - on my systems it is rarely using either CPU or GPU fully a lot of the time.
 
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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.
Late to the thread but glad I caught this. Started playing last night with DLSS on. It's the first time in years I've noticed what appears to be zero AA being applies. Jaggies everywhere! I'll try FSR :]
 
Late to the thread but glad I caught this. Started playing last night with DLSS on. It's the first time in years I've noticed what appears to be zero AA being applies. Jaggies everywhere! I'll try FSR :]

Yes it's bizarre. Never seen it in any other game ever. Luckily FSR 2 seems a good implementation, AA works as it should, and looks really decent. I lower the sharpening down to 10 though as it's a bit overdone, but if honest I'm not sure the sharpeness slider has any impact at all. Wouldn't surprise me with the state of this game.
 
Another patch:

A patch for The Last of Us Part I is now live. This update primarily focuses on performance improvements, reduced shader building times, and texture fidelity on Low and Medium presets.
Downloading this patch will trigger a full shader rebuild.
For optimal improvements to your experience, please ensure you have the most up-to-date version of your respective driver. At the time of publishing these notes, the most recent versions are:
AMD Software: Adrenalin Edition 23.4.3, which includes a fix for “longer than expected shader compilation time” in The Last of Us Part I
NVIDIA GeForce Game Ready Driver 531.79
  • Reduced shader building times
  • Optimized code to improve global CPU performance
  • Optimized content to improve performance across several levels
  • Improved level loading to help reduce the amount of 'Please Wait' and loading screens
  • Added a new Effects Density setting, which adjusts the density and number of non-critical visual effects (Options > Graphics)
  • Increased crowd sizes on Low and Medium Ambient Character Density settings and added a Very Low option (Options > Graphics)
  • Implemented additional scalability tuning for Low and Medium in-game Graphics settings
  • Reduced the VRAM impact of texture quality settings, allowing most players to increase their texture quality settings or experience improved performance with their current settings
  • Fixed a crash that would occur on boot on Windows 11
  • Fixed a crash that could occur on Intel Arc
  • Fixed a crash that may occur when starting a New Game in Left Behind prior to the completion of shader building
  • Corrected an issue where pointing the camera at the floor while aiming would cause the player and camera to visually stutter
  • Fixed an issue where Sniping Sensitivity settings were not applying to all scoped weapons. Additionally, Sniping Sensitivity has been renamed to Scoped Sensitivity (Options > Controls > Mouse Camera Sensitivity)
  • Fixed an issue where players could not click on 'Jump To Unbound' when prompted in the custom controls settings (Options > Controls > Input > Customize Controls)
  • Fixed an issue where changing Graphics settings (Options > Graphics > Graphics Preset) during gameplay wouldn't restart the player at the correct checkpoint
  • Fixed an issue where adjustments to Lens Flare (Options > Graphics > Visual Effects Settings > Lens Flare) were not not applied

  • [Pittsburgh] Fixed an issue where players may consistently fall out-of-world when restarting at the checkpoint in the bookstore
  • [Left Behind] Fixed an issue where players may get soft locked when jumping into the electrified water

AMD-Specific

  • Implemented improvements to load times
  • Fixed an issue where shaders may take an abnormally long time to load
We at Naughty Dog and our partners at Iron Galaxy are closely watching player reports to support future improvements and patches. We are actively optimizing, working on game stability, and implementing additional fixes which will all be included in regularly released future updates.
For other issues we are currently tracking or investigating, please refer to our Known Issues. If you encounter any of these problems, please contact support to help us gather more data and insights.

Would you look at this!!! @TNA :cry:

  • Reduced the VRAM impact of texture quality settings, allowing most players to increase their texture quality settings or experience improved performance with their current settings

Something only people in the industry or/and those in the know will understand :)

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Ok tried it out and thoughts are promising.

1: Shader compilation is broken down into two stages that run side by side, one for the main game, the other for Left Behind. Left behind runs slower whilst the main game shaders build, then Left Behind runs fast once finished. The main story shaders compiled in 7 mins 59s, it took another 1m 27s for the Left behind shaders to compile. A massive improvement.

2: Save load times remain unchanged, in fact slightly longer, 28 seconds to load any save whereas I clocked 24s in the last patch.

3: The 2 new density settings default to medium, so you will need to change them to ultra.

4: At native rendering (DLSS/FSR off) VRAM use appears dramatically reduced now. At 3440x1440 VRAM use is under 9GB (game only). At a render scale set to 160 which is a res of 5504x2304, VRAM use is 11.3GB for the game only. You can comfortably run the game in on a 12GB card at 4K no worries now. You could get even lower VRAM use by enabling FSR/DLSS. So 4K on a 10GB card? Yeah no VRAm issues...

5: Shader stuttering/performance. Only a quick blast loading some old saves but noticed no issues. At 5504x2304 I can get over 60fps, though this is a 4090 so to be expected. At 3440x1440 the framerate remains similar to before, and the 3080 Ti also got not far off this (85-100 ish?) - The 4090 hovers around the 90-115fps depending on whether outside or inside. Enabling DLSS or FSR makes minimal, if any, difference to framerates.

6: Speaking of DLSS< FSAA is still broken when using DLSS at any quality setting. FSR as a result still looks better than DLSS in this game. Annoying, but an upscaler is not needed in this game really given how well it runs at native, only really for those who want to reduce VRAM usage, or increase sharpness that an upscaler allows. Stick to FSR2 I'd say as it looks better due to having AA, but also artefacts around water may be more obvious using FSR vs DLSS - Swings and roundabouts... Native is my mode of choice.

7: All physical CPU cores were hovering above 50% utilisation in the time I was mooching about.

Overall a welcome patch, but annoying that DLSS still has broken AA.
 
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I had no issues at 4k on a 3080 with the previous patch, at least not with vram, grunt on the other hand..... But enabling dlss fixed that.

Will try out the patch later this week and maybe get a video up to but warning it may rustle some jimmies ;) :p
 
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Tried 1.0.5, 3080 1440p , vram is below 10gb on ultra but the 3080 doesn't seem to have the grunt get dips below 60fps

Ultra + Dlss quality its smooth but ( supposably DLSS is broken in this game) prefer using high preset + native to me the quality looks better and still smooth
 
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Actually I want to check I am updated properly, how the hell do you check game version in game lol, it does not show you like other games do!

Anyone check their .exe version? Mine says

My EA App said there was an update, so I assumed that was the new update but it downloaded way too fast to be over 1GB so wondering if it was just something else.
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