The Last of Us Remake | March 28th 2023

  • Thread starter Thread starter mrk
  • Start date Start date
Yes mouse camera judder isn't terrible but it is there, some scenes more noticeable than others, like areas where there are many vertical pillars/architecture. But the mouse response is instant and the fps is now high so I am able to largely ignore them for now whilst just noticing them again in the next area that has those features that highlight it more then the rest of the game.

Also, this was lols:

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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.

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Steam says 25 hours, the extra 10 hours being mucking about testing settings, reloading from a crash, testing DLSS vs FSR,vs native, ALT+Tabbing to post about feedback on here and reddit etc etc :cry:

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[The Last of Us Part 1] Game may randomly crash during gameplay on GeForce RTX 30 series GPUs [4031676]

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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?
 
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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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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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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.
 
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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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!

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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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That's true, the compilation time is just needlessly long and there very little disk IO during it, so it's definitely something they need to sort out.
 
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Can you set your textures to high or medium, or use DLSS Balanced/Performance - Anything to lower the VRAM use of the game, because I fully suspect the main issue is the shared VRAM between game and OS and the spikes that can and do happen in all games, just in this game the spikes cause the VRAM max to hit and he engine does not handover to system RAM or pagefile, but instead just crashes which is not how it should work in games.
 
Would you guys says that a 6/10 score is fair for this? The 6 from my POV is for the gameplay itself, the stunning game world redone on PC and everything I liked about it on PS3 has transferred over to PC, just nicer. The -4 because all these technical issues are inexcusable ad points must be dropped because of that. Just because my experience since the patch has been very good doesn't make it a good game still if many others still have technical issues with it!
 
For everyone also seeing the mouse movement judder (basically everyone lol), what mouse are you with? I am wondering if it's not translating a standard 500Hz input properly, vs say a 1000Hz polling rate mouse. Those are typically only on gaming mice whether wireless or wired. I have an Endgame wireless gaming mouse coming next week so can test this myself, but figured I'd see if anyone here has a mouse with 1000Hz polling rate and also sees the judder there? I know gaming controllers have fast polling hence the curiosity.
 
Ok that's really interesting thanks, so both of you have no mouse camera panning judder and you both have 1000Hz mice. If next week when the Endgame arrives I also see no judder then we will have come to the bottom of this issue, and whatever they do to fix it should also apply to Uncharted and any other game that also has mouse camera judder. I will install Uncharted next week to double check if TLoU is sorted for me with 1000Hz too.

Edit* My review on Neowin is complete, should hopefully go live Sunday daytime to hit a nice readership :cool: - Not seen any other outlet publish a review yet, so this could be good!

Also:

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Edit*

"A hotfix addressing jittering on mouse-controlled camera movement, some crashes, and more for The Last of Us Part I on PC is slated for Tuesday. A larger patch with additional fixes will be deployed later in the week.
 
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