The Last of Us Remake | March 28th 2023

  • Thread starter Thread starter mrk
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Pagefile to system managed made no difference to the CTD when VRAM limit is reached. Back to Character + Environment textures on High :p
 
3 hours in and now getting CTDs randomly. So we can say for certain it's not VRAM related because with all 4 texture settings set to high resulting in under 10GB VRAM use, it still happens.

Patch soon then? :o
 
Do you have a link to the oodle fix? I would like to try that as am convinced if it's true that the version the game uses is bugged due to memory leak, then that will sort this issue.
 
Cheers tried it out and can confirm that... it did not fix the CTD :p

For ref, the VRAM use by the game is below 10GB still, even with everything set on Ultra, so it's definitely not VRAM related this much is clear I'd say.

Here's the RTSS at the exact time or the crash:

plr5YPr.jpg

What puzzles me is why are the E-Cores being used by teh game? I have no background apps active during gameplay so why is the game using E-Cores when they are basiclaly never used in other games...

It could well be a memory leak elsewhere unrelated to the oodle dll library.

Naughty Dog have made a statement too, so let's see how long the patch takes to come.

 
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Do you know roughly where you are crashing?

I'm not that far into the game yet, but not had any crashes yet.

Running FSR2 and not DLSS, have you tried that yet?

Also, I've read that it might be better to run DLSS 3.1.1 rather than the TLOU version.
It's completely random, could be just walking or turning around etc, could happen after 3 mins, could be after 30. Not tried FSR beyond just testing the image quality, nor the 3.1.1 DLSS version, one to try after the below test.

I'm just testing out something, on Steam forums someone mentioned they had the crash to desktop issue and completely fixed it by installing an older Nvidia driver (v522.25) - Multiple others confirmed that this fixed it for them too, so now I've got them installed and about to test. The game does a new shader compilation when new GFX drivers are detected, so used this chance to see if the shader comp is quick again and can confirm it is not quick this time, I'm at 18 minutes and it's only got to 34% - Whereas previously I could swear it was done in under 10 minutes.

w38B191.png

I opened up HWINFO64 earlier and saw that SSD read/write speed was woeful, whilst CPU was being maxed. Perhaps the first time round SSD write was much faster which meant the compilation finished faster. This 2nd time round I can see why some folks were waiting over an hour for shader comp :eek: Definitely needs to be patched in this area too.

Edit*
Looks like shader comp for me this time round took 23 minutes.
 
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Yeah that's what I was on, back on it now though shortly as just had CTD on the older driver so that isn't a fix lol.

Just installing the latest driver again and will try FSR/DLSS 3.1.1.
 
I think I may have solved the crash to desktop issue I have been seeing. It's not an answer people will like to hear, but I will just have another session to confirm the crash no longer happens and post back.

Edit*

I've been doing extensive testing (pulled an all nighter) and here's what I've found as have tried many things people have been suggesting all over the internet the last 9 hours or so.

1: Changing the DLSS dll file to the previous version 3.1.1 might solve crashing - It did not.

2: Using FSR on an Nvidia card might solve the crashing - It did not.

3: Using an older Nvidia driver might solve crashing - It did not, back to 543.31 Studio.

4a: Replacing the oo2core_9_win64.dll that the game ships with using a previous version might solve the crashing due to a memory leak known in the shipped version - It did not.

4b: Using the older dll will also fix the loading time and shader comp time - It did not, still 23 mins to shader comp on my system, and still 40-56 seconds to load back into my save state.

5: Lowering VRAM usage by lowering settings might solve the crashing - It did not.

In the end what i found to completely fix the crash to desktop for me is to not use FSR or DLSS at all. Granted with them off the fps is 20fps or more lower, but at native 3440x1440 y 3080 Ti is able to keep the fps at above 60 anyway, and I have Gsync to sort the motion smoothness etc out as well which works very well here.

So yeah, for now if you have the crash to desktop issue like I did, then simply turn off DLSS/FSR and run native until the devs release a patch to fix whatever is causing all this.

And because I am not using DLSS any more, I have had to lower the first two Texture quality settings from Ultra to High (hard to tell the difference between them too). All other settings are on Ultra apart from the usual naff stuff which are off (Motion blur, chromatic aberration, depth of field minimised etc).

This is probably not what people with 10GB or less VRAM cards want to hear, especially anything below a 3080 class because the fps will be much lower still, and a such those folks will have to lower even more settings until a patch is out that fixes the crashing.

My issue specifically related to crashing to desktop, I have no stuttering or anything like that.
 
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Whether this is the solution or not, the need to set the page file manually is a piece of advice that was last relevant in Windows XP. How it's somehow surving as a "tip" today is baffling.

It is still releavnt today, but only advised to those who are power users and know their workload commits/peaks. As an example, I have 64GB of RAM, leaving the PF system managed Windows will set aside 64GB of SSD space for the pagefile. This is in the event of a BSOD then Windows will dump the memory contents to the PF (hence a 64GB PF), even though 0% of that could be used during normal/heavy use of the PC. If my PC never BSODs, then there's no need to have a memory dump - Haven't seen a BSOD since XP....

Those who want total control over their storage and system can set a manual page file for that reason, the min/max being fixed to the maximum committed use observed after doing a long session of heavy workloads. So in my case, even with Photoshop using 27GB of RAM and various other apps open, I saw 0% usage of the system managed pagefile, so I went ahead and set the min/max to 2048MB, saving 62GB of SSD space. Some apps (especially legacy) need a pagefile to exist in order to work, regardless of whethe rit is used or not, and 2GB is nothing really.
 
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Am I actually going to be able to play this on my laptop via an external monitor at 1440p? I've downloaded it, done all of the shader building etc, but not had a chance to play it yet. My laptop has a Ryzen 7 5800H CPU (eight core), RTX 3070 8GB, and 16GB RAM.
The 16GB of RAM might be an issue, the game uses a lot of RAM, not Hogwarts amount of RAM, but still over +11GB at 1440P - That leaves your OS/bg apps with very little to work with which will result in pagefile usage, and that means stutter potential is very high! The 8GB of VRAM also means you will need to set most settings between medium and high that have a VRAM impact, thankfully this game outlines which settings impact what part of the PC so it's easy to set these up right for your comp :cool:

In what version of Windows? The page file is dynamic and has been for years. Windows used to allocate 1.5x the RAM, I think, now it doesn't. I've 32gb of ram and a system managed page file that sits at around 4gb (windows 10)
Win 11. As Rroff says, these things do have variables and depend on each system's configuration. System managed for me meant a 64GB pagefile was allocated. I'm one of those people who is quite particular about stuff taking up needless amounts of space/resources, and if I can control it, I will always do so.
 
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@mrk sorry if you have posted this before but are you able to list your full system specs and what if any undervolt / overclocking you have on CPU/Memory/GPU?
Sure it's:
- Gigabyte Z690 Gaming X
- 12700KF (stock)
- 64GB DDR4 3600MHz (CL18)
- RTX 3080 Ti FE (only power limited to 90% in MSI Afterburner)
- 2TB Sabrent Rocket 4 Plus-G
- Alienware AW3423DW @ 144Hz Gsync (3440x1440)
 
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DLSS vs FSR look identical to me, run same as well (when not crashing). See my IMGSli comparisons posted earlier.

The new 35mb "patch" has no change to anything crash/performance related, all it does is change a few MBs in file size of a bunch of files.

One thing I do like is in the subway when you're washing in water, the ripples in the water are reflected/refracted along all surfaces, looks really cool and how you would expect it to behave in real life. Also a lot of the settings are very similar to our Urbex days when we explored abandoned manors, hospitals and asylums etc, many times having to enter via service tunnels and crawl around, this brought back all those memories as the similarities are striking.

Tn0oRaE.jpg

MSm8Cb2.jpg

yAhFrIv.jpg

yefMCZR.jpg

91u7js3.jpg
 
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Just saw this posted elsewhere:

Apparently, cracked versions of the game may have some fixes for some crashing and shader compile speeds. Something about DLSS fix .ini and swapping some DLLS. If true, these might be quick issues to resolve.
Once again, modders/crackers to the rescue...

patch fixed loading times for me - seen up to 900mbps on drive now and game loads under a minute.
900mbps is about 112MB/s, that's not very fast at all :p

I say this because I've monitored multiple times before and after the patch, and see no change. The game saves have always taken about 56 seconds or less for me too, and whilst loading, the SSD read/write speeds have been woefully low which explains the long load times.

I mean check it out for SSD usage whilst the save is half way through loading:

se4Ygt3.png

89MB/s read but 367MB/s write, it's like as if it's slowly reading game data and putting it into RAM/VRAM, sending the data to the CPU to process, then writing a bunch of data back to SSD. Why is it this long winded? Who knows lol. Given how static the game world is, you would expect the save to load virtually instantly. Dead Space does this perfectly, Uncharted loaded very quickly too, seconds, whereas TLoU needs ~56 seconds to load :confused:

Anyways, onto a more positive observation, the mouse/kb mapping controls are quite robust, I have now mapped the back and forward buttons on the mouse to be 2 and 3 in-game. When you hold them down, you can then cycle the weapon active in that slot. Saves having to move my left fingers away from WASD etc and all camera/weapon tasks are done solely from the mouse. I love how this mechanic works, I liked it on the Playstation controller back in the day, but it's just even more versatile on mouse.

The gun mechanics also, unchanged from the PS version but playing on PC just feels more precise, the sound has a satisfying feeling to it, the fov lends itself really well to ultrawide, it's like you're the camera behind an actor in an action movie, and how fast paced some of the shootouts can be with both humans and infected. it really has kept me twitching and on the edge of my seat at times so far.

So as a game it is basically perfect, everything I expected it to be with some surprise elements like how detailed everything is and the vast number of graphical enhancements which weirdly Naughty Dog/Sony never cared to actually market for the PC release but instead banging on about "unlocked framerate" and ultrawide support, like as if those basic things that are standard on 99% of PC games are a magical thing suddenly lol.

But from a technical point of view, yeah all those issues people are having, all of these should never have passed quality control at Iron Galaxy. Naughty Dog themselves started and progressed the PC port of this, then handed it over to Iron galaxy to finish off. Obviously the latter was a huge mistake, and the former is very obvious in the actual gameplay and world itself.
 
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Exceeding VRAM should not cause crashes, you have DLSS off now, so you could go ahead and max out the settings beyond VRAM and still have no crashes as logically the game should page to system RAM (or SSD pagefile is there's not enough RAM) - This is my finding anyway, I can now get teh VRAM graph into red and not have a crash if DLSS is off, game still runs fine but may have some frametime spikes due to assets loading in and out of system RAM which is slower than VRAM.

Oh yeah patch notes:

 
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Interesting seeing what settings Nvidia recommend for my system, I pretty much got it exact (except DLSS is off right now due to the crash issue):

Vzcb125.jpg
 
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