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I waited for the shaders to finish, I have a high end PC (rtx3080, i7-10700kf, 32gb). Prologue ran perfectly. Everything was perfect right up until the intro to stealth section, and crash, crash, crash, can't get beyond that room without a hard crash.
Are you running the game at a high frame rate? Anything above ~70-80FPS was leading to 90%+ CPU usage and crashing issues for me, as soon as I set an FPS limit, CPU usage dropped to 50-60% and I've not crashed since. Also, possibly unrelated, but I have also turned down Real-Time Reflection Quality to Medium since it's H/W agnostic ray tracing and as a result is pretty taxing.
Yep, 70-80FPS is fine for me too, I'm seeing about 60-70% CPU load and similar for the GPU, I have a 3090 and wouldn't be surprised if I'm CPU bound given my i9-7920x (12c/24t @ 4.5GHz) is about 6-7 years old, RAM wise, task manager is reporting 5.8GB of usage by tlou-i.exe and I'm using about 10-11GB of VRAM, I've still had no crashes just before "The Quarantine Zone - The Cargo", game has been performing solidly.
This largely comes down to the game engine as opposed to the platform it's come from, Horizon Zero Dawn from Guerrilla Games (which uses their own in-house Decima engine) had major performance issues on release (I couldn't play it at a remotely comfortable frame rate for the first maybe 2-3 months), but it's super stable now after the follow up patches.
I can specifically explain Returnal, it use Unreal Engine 4 (which is known for it's ease of cross-platform development, I work with it myself, it does so much heavy lifting on your behalf), as for the other 2, well, it could be any number of things, in house development to port (instead of outsourcing), the engine architecture was just better suited for a PC port, the list goes on, as the process isn't as straight forward as "turning on PC" like it is with other engines that have been designed with cross platform capabilities in mind.
But regarding TLOU, you are quite right in that the extra cores I have are probably what're picking up the slack regarding my CPU, the 5800x being more modern does have more raw, single core potential though, I also just checked my RAM usage in Resource Monitor rather than task manager and TLOU is in fact, allocating 26 of my 32GB but that's not necessarily the cause of the current performance issues.
I thought a lot of Unreal engine games however had issues on PC, specifically 4. I could be wrong however. Though your reasoning does make sense as it is specifically meant to be a multi-platformed engine. Was this game in house or did they outsource to a company like Nixes vis-à-vis Spider-Man?
It's definitely frustrating, especially as consumer, but I also understand the difficulty and challenges for the developers, game dev is rough, even more so when dealing with porting pre-existing titles that've set the bar so high.
Not that I've experienced, all of the Unreal based games I've played (with the exception of PUBG due to it's "lazy" development practices at the start), were pretty well put together, Sea of Thieves, Fortnite, Borderlands 3, Gears of War, the Little Nightmares series and Stray are just a small variety of the typical Unreal Engine experience and those were great performers right out the door.
And yes, TLOU was outsourced, to Iron Galaxy IIRC, they also ported Uncharted and worked on Spyro Reignited Trilogy (though the latter was also co-developed with Toys for Bob).
I highly suspect TLOU is a victim of the "It works on my machine" paradigm, it's run within expectation on the development systems that've built the game but lots of issues arise due to the multitude of hardware/software configurations everyone "in the real world" has (most people seem to be very lacking when it comes to keeping things up to date, drivers, etc), it perfectly explains why tons of people are having a great experience and others are just not having their demands met.