The Last of Us Remake | March 28th 2023

  • Thread starter Thread starter mrk
  • Start date Start date
Also load times are much faster now. about 24 seconds to load a save which is down from the previous 43 seconds. No idea about shader comp as not had to redo one since installing the hotfix nvidia drivers and that took 23 minutes or so.
 
I use RTSS for all screenshots but the main thing is I do not have HDR enabled in Windows when gaming with a view to take screenshots. Washed out screenshots are only evident in games when you are using HDR mode as only Geforce Experience seems to actually know when you are in HDR, and will save a HDR enabled image which then needs to be tonemapped in another tool to become a normal jpg with SRGB colours. So to avoid all that faff, I just game in SDR which still outputs amazing colours and brightness on OLED :cool:
 
Oh also, be sure to properly use the brightness calibration screen in the game's video settings. The balance between light and dark is quite delicate, so as long as that is set right, you should not see washy colour in SDR screenshots either.
 
The FOV slider has been in the main settings screen from day 1, don't need to dig into accessibility options, it's the exact same option, just copied.
 
The Last of Us Part I v1.0.3 Patch Notes
A patch for The Last of Us Part I is now live. This update addresses fixes for performance, user experience, visuals, and more. It also includes platform and hardware-specific fixes.

  • Added new Audio Compatibility options (Options > Audio > Compatibility)
    • Output Mode:
      Adjust which sounds are played through the OS spatial sound driver. Select different settings if you experience muffled, missing, or unusually quiet audio. If you are experiencing abnormally quiet music or dialogue during cutscenes, for example, try the Spatial mode instead of the Hybrid default.
    • Latency:
      Adjust the short period of delay between when a sound effect is requested and when it plays. Higher latency improves reliability of audio playback, especially on lower spec CPUs. Increase this value if you are experiencing pops, clicks, or distorted sound. Higher latencies also resolve issues with audio interfaces configured with large buffer sizes and some wireless headphones.
      Note: You must restart the game for the change to take effect.

  • Updated keyboard and mouse (KBM) controls to allow players to reassign arrow keys
  • Updated the 'Building Shaders %' user interface (UI) so progress is tracked more evenly
  • Restored audio in the End Credits that are accessed via the main game, Left Behind, or Extras Menu
  • Fixed a crash that may occur when opening a collectible in the backpack UI then attempting to restart or quit the game
  • Fixed a crash that may occur while sitting (for extended times) or entering into combat areas
  • Fixed an issue where texture quality in-game appears lower then the targeted quality setting
  • Fixed an issue where the player's backpack UI could fail to render after altering Render Scale (Options > Display > Resolution Scaling > Scaling Mode > Render Scale)
  • Fixed an issue where an enemy NPC may T-pose if Joel performs a single input quickturn while holding said enemy
  • Fixed an issue where toggling player character's flashlight may cause the environment to visibly shift momentarily
  • Fixed an issue where using the flashlight in darker areas may make the lighting appear corrupted
  • Fixed an issue where lighting and fog may appear lower resolution on Ultra settings
  • Fixed an issue where VRAM usage UI did not properly update when lowering the display resolution
  • Fixed an issue where water reflections may appear corrupted or pixelated
  • Fixed an issue where the Quicktime Events UI prompts were not rendering on Minimum spec setups
  • Fixed an issue where rapidly moving left and right while aiming may cause unintended camera shifts
  • Fixed an issue where the Steam and Epic clients’ collectible tracking did not match the in-game collectible tracking, preventing achievements from unlocking
  • Fixed an issue where, if playing at a higher FPS, player animations may not play correctly

  • [Photo Mode]
    Fixed an issue where the Screen Reader would not register KBM 'Move' and 'Rotate' inputs
  • [Photo Mode]
    Fixed an issue where the Performance stats' heads-up display (HUD) would still be visible after hiding the menu
  • [Lakeside Resort, Bus Depot]
    Increased active loading to reduce load times during gameplay
  • [Bill's Town]
    Fixed an issue where players may lose the ability to cancel their reload while hanging in Bill's trap
  • [Tommy's Dam]
    Fixed an issue where interacting with the Training Manual forces the player to pick up the El Diablo gun and locks camera movement
  • [The University]
    Fixed an issue where, after Joel kicks the door open, the melee prompt disappears while he struggles with an enemy NPC
  • [Lakeside Resort]
    Fixed an issue where a loading screen may display during combat
  • [Lakeside Resort]
    Fixed an issue where player is unable to melee with fists after the David boss fight
  • [Bus Depot]
    Fixed an issue where pieces of geometry would appear corrupted or explode
  • [New Game+]
    Fixed an issue where New Game+ mode would be ignored during chapter selection despite being the last loaded game

Left Behind Standalone
  • Restored audio in the final flashback cutscene with Ellie and Riley
  • Fixed a crash that occurs when turning on the generator while both Ellie and Joel have custom skins enabled
  • Fixed an issue in the mall where the banners above the collapsed Pixitek store visibly flicker after leaving the pet store
  • Fixed an issue where, after resizing the game to Windowed Mode, the Riley pendant would not maintain its aspect ratio while rotating

Accessibility
  • Fixed an issue where players were unable to use Screen Magnifier with KBM controls

Localization
  • [German]
    Updated the translation on the shaders UI
  • [Simplified/Traditional Chinese]
    Fixed an issue where glyphs would not render properly

Steam
  • Fixed an issue where spores in the world may appear corrupted or blocky

Steam Deck
  • Fixed an issue where the native UI overlapped the ‘Look’ prompt
  • Fixed an issue where the DualSense™ motion sensor function may not register the player shaking the camera to fix the flashlight when prompted
  • [Left Behind]
    Increased the size of the Arcade’s mini-game button user interface

AMD
  • Fixed an issue where toggling the player character's flashlight may cause the environment to appear corrupted momentarily if AMD FSR 2 was enabled

Nvidia
  • Fixed an issue where running the game on Ultra settings on Nvidia GPUs may cause graphical corruption or a crash during gameplay
  • Fixed a crash that may occur when loading into a save on an Nvidia GPU
  • Fixed an issue where changing NVIDIA DLSS Super Resolution Sharpening settings had no effect
  • [Nvidia 3070 GPU]
    Increased level of detail of characters' hair to appear less choppy
 
Just played a quick one,Also a new Nvidia Studio driver is out, best to update as Studio is the most stable driver that has all the fixes up to date.
 
With the new Studio driver? Where is this listed? Typically all fixes from beta are included in the WHQL driver that comes after it.

Edit*
In fact it does contain the exact hotfix beta driver fixes:

  • [Assassin’s Creed Origins] Game may have stability issues when using 531.18. [4008770]
  • [The Last of Us Part 1] Game may randomly crash during gameplay on GeForce RTX 30 series GPUs [4031676]
  • [Hogwarts Legacy] [Regression] Black Screen/Hang on Launch at Shader Compilation Screen using Driver 531.18 [4012825]
 
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531.61 is not just a 4070 driver update, the change note specifically states

  • [The Last of Us Part 1] Game may randomly crash during gameplay on GeForce RTX 30 series GPUs [4031676]
It has all the fixes from hotfix 531.58, as is usually the case with Studio/Game Ready releases.
 
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Azls67c.jpg


So shader comp still maxes the CPU, looks like they got a ways to go before they remove the relentless task of decompressing shaders this way. I clocked 24 minutes-ish for that to finish.

Loading a save has also decreased, takes 33 seconds now vs the 43 seconds since the previous patch.

The sharpness fix using DLSS is also noticeable, game now looks a bit crisper overall at the default 67 DLSS sharpness value.

Slowly getting there...
 
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Direct Storage or not, other games that do shader comp take literally single digit minutes, I installed afew games the past few weeks that took 3-4 minutes to do shader compilation at the start, none of them use Direct Storage.

It's not the fact that it uses 100% CPU, it's the fact that it uses 100% CPU, whilst still taking so long. No other game that does the same shader comp takes anywhere as long, as noted above. This is abnormal and something they are still looking at as it is a known issue, and should not be accepted as normal by excuses such as "would you rather it didn't use 100% cpu?" etc!
 
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Having had a quick run through on my NG+ save, now that I am on a 4090, I notice that enabling or disabling DLSS basically makes little difference to fps, it seems around 100fps give or take is what the engine is pulling, with DLSS enabled the GPU utilisation drops a bit, whilst the CPU utilisation remains the same between on and off. Is the 4090 basically sleeping waiting for the CPU in both instances in this case I wonder. given the nature of the unoptimised engine in this game...

I also note that after checking multiple screenshots, the native output is not as crisp as the DLSS ones, I could wear native was not this blurry before the last patch!


RTX 4090 + 12700KF @ Native 3440x1440:
oHJGrhZ.jpg

RTX 4090 + 12700KF @ DLSS Quality:
lLn9wRZ.jpg


RTX 4090 + 12700KF @ DLSS Performance:
SvIYM5b.jpg
 
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Yeah the stutters will continue on this sadly, not as often as before, but they are certainly still there and they are random dips, not the usual hitches from traversal stuttering. It's because the CPU usage is so off the charts and inefficient I am highly confident.

Here's how it plays for me now on a 4090, note that it was basically the same performance with the 3080 Ti, which just highlights how unoptimised the engine still is. The fact that there is no difference inf ps when turning DLSS on or off regardless of quality mode is very telling., and this is at 3440x1440!

 
You guys are massive chickens :D

didn't really notice that much stuttering but watching you trying to repeatedly shoot an empty gun was very entertaining ;)
Hah! I am playing New Game+ on Grounded+ difficulty and it hides the HUD and other bits so in the heat of the moment you don't know you're out of ammo until you pull the trigger :D Actually I find that tension really fun lol. It becomes very difficult, but also forces you to think even more strategically and on the spot when stuff like that happens.
 
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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.
 
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You should definitely do a new run in Grounded+ mode, honestly it's pretty intense and the difficulty caution was not wrong! I actually find this a serious challenge and enjoy the game even more for it!
 
Interesting will fire up and compare pre-post patch!

Edit* Damn Steam does not let you launch a game if an update on it is queued, ah well will test after the patch as have enough data from before it anyway.

Release notes:

  • 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

AMD


  • Fixed a crash that may occur on AMD CPUs with affinity limited to X3D cores
  • Fixed an issue where textures may render incorrectly on AMD GPUs

Steam


  • Fixed an issue where the “It Can't Be For Nothing” achievement did not trigger, despite acquiring all other achievements

Steam Deck


  • Fixed an issue on Steam Deck where resetting Display settings to Default no longer enabled AMD FSR 2 (Options > Display)
 
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