The Last of Us Remake | March 28th 2023

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Optimisation issue + 1080p being a CPU bound resolution for engines like this anyway so yeah a combo of everything really. You could just use medium/high at native res?

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I am now playing at ultra everything at native 3440x1440 and the game does not go above 10.1GB VRAM, regardless of what the GFX menu says about it using over 12GB VRAM with those settings. I have seen no issues with stuttering either and have now clocked over 9 hours of game time. It sometimes dips to the 50fps range but is nominally sat at 60fps or a bit above outside in all the vegetation and even through action. I would prefer DLSS as it's sharper/20-30 more fps, but will wait for them to patch the crash bug.

In a few areas it does dip a bit below 50fps though like below:

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But overall a very playable experience and Gsync definitely is helping the frame smoothness along.
 
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Naughty Dog sent me an email in response to a bug report form submission about these crashes so have replied with all the answers they requested inc the log files and stuff, also mentioned the load times with my info previously posted. Hopefully they are working on it!
 
A few more observations, the torch has a pretty big fps impact when turned on. Inside a dim room I can see the fps drop from 103fps to 88fps - The amount varies a few fps either end depending on the scene, but torch on = fps drop! This is with everything volumetric/effects/particle related set to Ultra.

Also, for those wanting more fps without sacrificing GFX quality settings, you could try dropping the render resolution in the Display settings screen. I played around with this and noticed very similar output image, whilst boosting the fps quite a bit, goes from 66fps outdoors (example right now as no DLSS is on due to those crashes), to 93 fps. visually it looks near identical, a slight change to aliasing of course but that's to be expected as you're expanding a lower render res via the GPU's scaler (or monitor's depending on your GPU driver settings), this is subtle again, though.


Examples:

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Render scale 80% (2752x1152, Ultra textures):
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Render scale 100% (3440x1440, High textures):
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Render scale 80% (2752x1152, Ultra textures):
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Render scale 100% (3440x1440, High textures):
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So you can run more ultra settings and have more fps with 80% render scale, whereas at your native res you would have had to lower some settings to meet VRAM expense and keep the fps desirable.
 
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So after an hour it runs without crashing which is good. However my 9700k is constantly at 90-100% utilisation and quickly getting temps into the mid 80s. Shaders are cached and files verified.

An i7 9700k surely cannot be the bottleneck. Cost me £350 new and its not really that old!

What res and GPU are you on? If it's below 1440P, then you're into CPU limited territory, so that CPU will be heavily.

Ignoring the technical issues for a moment, one good thing about the engine in its current state is that it does utilise all the CPU cores, so it does seem to be relatively multi threaded, which is uncommon for most new games that focus all their efforts onto one or two cores tops. The issue in the game's current multi-threading is that it appears to be inefficient, for example it's using over 50% of all but one core which is at 47% on my 12700KF, it should not be using the E-Cores, so Iron Galaxy have for some reason said "if cores = exist, then use as much as possible" - In this sort of use case, being too heavily multi threaded will result in performance issues. It's like they are just saying to the engine, use whatever the system has and run with it.
 
1440p high with an RTX 3080. The GPU isn't really being tested at all and not really going above 60% utilisation.

I just don't understand how 9th gen is stuck at 100% while 12/13th gen are coasting along at 30-40% util. That's quite the improvement in tech!
The GPU being low utilised like that and CPU being so high indicates it's still doing some compilation in the BG, at least that is the behaviour anyway. At 1440p you should be seeing near 100% GPU use and CPU use below 60% (total package use that is, individual cores may well be above 50%). Weird stuff going on there!

Reminds me of uncharted 4 in that it looks great but has very unsatisfying combat with AI that is dumb as a box of rocks
Have you played this? I've got both and the Uncharted AI is dumb and bricks lol. Last of Us AI uses tactics and cunning methods to get you, a lot of times I was surprised by human AIs that hunt me down in sneaky ways and the way they work as a team.
 
I’ve only played the first 90 mins or so but had a situation where I was downstairs and a bunch of AI were upstairs on a balcony in prime position but instead of using their height advantage they went full yolo and ran down the stairs toward me guns blazing.

Is AI intelligence effected by difficulty level or does that just effect their damage output ?

Not sure, I've only been playing it on the standard mode but they do react to your actions and entry to combat, also depends on the crew you're up against too from what I have seen, some are dumb, most are brutal lol (so far).

Have to say the water in this, especially at the dam area is superb, not seen natural translucency in water in a game like this before, it has actual depth and the deeper you look the murkier it gets, just like ponds and lakes in real life:

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I also really like that when you get wet, water drips off you as you move, I spotted this on the PS3 way back in 2013 and not seen anything similar in other games since, at least not to the same level of detail.

The level of detail is just next level:

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Look at the below scenes, the ambient occlusion is so well done, no light leakage, even under tables etc all shaded how you would expect, I can see why the GPU cost is rather high in places.

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Well DLSS back on with this new patch and textures back to Ultra, played about 10 mins no crashes so looks like this is sorted now. Now they just need to sort out the fps dips that have been reported and the camera panning judder which is the same as in Uncharted - That never got fixed though so not holding out for that one lol. It's minor in the grand scheme of things though.

Nice to have ~90fps again in most places.
 
Still no crashes, happy days!

I did a quick test with DLSS modes too, between all 3 I cannot tell any difference visually, but Performance does have higher fps ranging from 10fps minimum uplift depending on the scene. It's just like Witcher 3 Next Gen's DLSS implementation, Performance mode is just as crisp as Quality mode, so take advantage of the free framerate boost :cool:

Spot the difference:

DLSS Quality:
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DLSS Balanced:
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DLSS Performance:
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And an IMGsli of Performance vs Quality: https://imgsli.com/MTY1ODIz
 
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Yeah the panning jitter is noticeable at times, other times not. It's a carry over from Uncharted PC port that Iron Galaxy made foul of. Sad time!
 
Spec + DLSS being used?

I've got to about half way into the game now and picked up the flame thrower. It is a thing of beauty :cry:

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Tail is in a different position as it's always moving, but they both look the same, also I'm not seeing any trailing in motion.

7900X, 32GB DDR (6000MHz), 3080 10Gb, SN850X

DLSS yes, as above, only really way to get it playable for me. Lower graphics settings = lower fps, which makes no sense!

Someone on reddit has crashes still too with the new patch, I guess each hotfix tackles a specific set of bugs that some systems work with whilst others have another set of bugs that crash for them still outstanding. Hopefully hotfix 3 will be the one for you.
 
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Yup same, motion blur, movie grain, chromatic aberration, and depth of field (set to minimal/lowest though might turn it fully off as even lowest is still a bit too much in some cutscenes).
 
How's the ultrawide support, @mrk ?
It is perfect, both in gameplay and cutscenes:cool:

I've had a little upgrade today from my 3700x, 3070, b450 mobo that was really struggling to run it yesterday. Had most things on medium, some low, some turned off and was just about hitting 60 with many dips to 40 and a lot of crashes.

Now running 7900x3D, b650 and a 4090 and unsurprisingly it's night and day difference. Everything ultra without dlss I'm getting mostly 120 fps but there's still random drops into the 70's. Played for about an hour but then it crashed
:(


Not had any more time to play around so will give it a thorough testing tomorrow.
Did you install the new hotfix or played before it rolled out?
 
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Damn,s eems a whole bunch of 4090 owners are still having issues, this may well be a system specific thing that needs sorting via a new hotfix I guess.
 
Oh if it's a fresh new build then yes absolutely, you are almost certainly going to have some tweaking and stability adjustments, as is the norm. And maybe even BIOS updates that fully support your RAM etc.

My new 12th gen build when that launched took a full year to get to a fully stable at XMP RAM spec levels, Gigabyte took their sweet time for BIOS updates.
 
That will be 18GB RAM including the OS though, not just the game alone, the game alone at 1440 uses around 13GB of system RAM at all ultra settings with or without DLSS, so inc OS usage, 18GB sounds about right. Worth noting that the CPU use indicator in the game (HUD settings) is wrong, they have not updated it to read CPU use using the alternative method for systems running Windows build 22H2 - Nvidia and RTSS had to do this ages ago so CPU use was reported correctly, most games that report CPU use have not.

Returnal is another new one where the CPU use is wrong when you run the benchmark.

I highly recommend setting up RTSS for those who do like to see system resource use for the game only when playing a game, as it's valuable info to know especially if you are having issues. Remember to set RAM/VRAM use etc for the "process" (game), and not the one that doesn't say process (which is total system)..

But yeah, if you have 16GB of RAM, then the game is going to be paging to DISK as it needs the memory allocation, and that is going to tank performance. 32GB RAM is essentialy the minimum now for most modern games.
 
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Ignore any presets the game offers for binds, you can freely remap keys to whatever you want from what I toyed around with the other day setting up my mouse for the weapons cross selector.
 
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