The Last of Us™ Part I

The Last of Us™ Part I

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ganja_dude420 Mar 28, 2023 @ 12:08pm
Memory Leak
In the menus, before even pre-loading shaders or anything. GPU vram usage is at 0 mb on Msi Afterburner (Rivia Tuner).

EDIT: Naughty Dog is aware of the memory leak issue and other performance issues.
https://feedback.naughtydog.com/hc/en-us/articles/14377887346452-Known-Issues
Last edited by ganja_dude420; Mar 29, 2023 @ 4:19am
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Showing 1-15 of 29 comments
DoubleOZero Mar 28, 2023 @ 12:10pm 
The menu for me lags like hell. I goes up and down, sometimes it stays at 60fps and it goes down to 15fps.
ganja_dude420 Mar 28, 2023 @ 6:20pm 
Originally posted by SailorMatty:
The menu for me lags like hell. I goes up and down, sometimes it stays at 60fps and it goes down to 15fps.
How about actual game play? I forgot I was still downloading shaders and couldn't play because i had stuff to do. About to play right now though.
ganja_dude420 Mar 28, 2023 @ 7:57pm 
Originally posted by SailorMatty:
The menu for me lags like hell. I goes up and down, sometimes it stays at 60 fps and it goes down to 15 fps.
In game, MSI still reads 0 mb but I'm averaging about 70-80 fps with my hardware/settings. Definitely not as bad as I thought initially, but judging by user posts, the game could benefit from some optimization.
Weaver Mar 28, 2023 @ 8:01pm 
Originally posted by ganja_dude420:
Originally posted by SailorMatty:
The menu for me lags like hell. I goes up and down, sometimes it stays at 60fps and it goes down to 15fps.
How about actual game play? I forgot I was still downloading shaders and couldn't play because i had stuff to do. About to play right now though.

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.
ganja_dude420 Mar 28, 2023 @ 8:03pm 
Originally posted by Weaver:
Originally posted by ganja_dude420:
How about actual game play? I forgot I was still downloading shaders and couldn't play because i had stuff to do. About to play right now though.

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.
Running the same setup just with a 5800x instead of an i7. I got passed that part and am heading into the part with Robert. Not sure what the issue could be, I'm sorry.
HH375mag Mar 28, 2023 @ 8:09pm 
The game crashes for me within minutes (sometimes less than one), Since the game has come out I haven't even gone as far to pick up the 9mm at the start of the game yet. Some people can't even get past the main menu. :steamfacepalm:
Last edited by HH375mag; Mar 28, 2023 @ 8:09pm
Ultradad Mar 28, 2023 @ 8:09pm 
Try lowering texture quality if you are crashing to reduce VRAM usage
KamikazeXeX Mar 28, 2023 @ 8:14pm 
Originally posted by Weaver:
Originally posted by ganja_dude420:
How about actual game play? I forgot I was still downloading shaders and couldn't play because i had stuff to do. About to play right now though.

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.
ganja_dude420 Mar 28, 2023 @ 8:39pm 
Originally posted by KamikazeXeX:
Originally posted by Weaver:

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.
I mean, I'm at 70-80 fps and I feel like this is fine (for me). My cpu and gpu are both sitting at 90+ utilization but I'm not getting any crashes. What about RAM? how much do you have and what is the utilization?
KamikazeXeX Mar 28, 2023 @ 9:03pm 
Originally posted by ganja_dude420:
Originally posted by KamikazeXeX:

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.
I mean, I'm at 70-80 fps and I feel like this is fine (for me). My cpu and gpu are both sitting at 90+ utilization but I'm not getting any crashes. What about RAM? how much do you have and what is the utilization?

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.
ganja_dude420 Mar 28, 2023 @ 11:40pm 
Originally posted by KamikazeXeX:
Originally posted by ganja_dude420:
I mean, I'm at 70-80 fps and I feel like this is fine (for me). My cpu and gpu are both sitting at 90+ utilization but I'm not getting any crashes. What about RAM? how much do you have and what is the utilization?

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.
Yeah same for me. I am seeing dips to the mid 60s during cpu intensive scenes (usually with a lot of npcs). Still, seeing other games from PS on PC, most recently Returnal, this port leaves room for improvement. I see no reason why games like God of War, Spider-Man, and Returnal are better optimized, especially considering 2/3 of those are PS5 exclusives and they perform just fine. I have 32 GB of RAM and MSI is reporting about 21 GB being used. I think the high core count more than makes up for the age of the cpu if you are getting lower utilization than I am on a 3 year old 5800x.
KamikazeXeX Mar 29, 2023 @ 12:14am 
Originally posted by ganja_dude420:
I see no reason why games like God of War, Spider-Man, and Returnal are better optimized, especially considering 2/3 of those are PS5 exclusives and they perform just fine.

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.
ganja_dude420 Mar 29, 2023 @ 12:21am 
Originally posted by KamikazeXeX:
Originally posted by ganja_dude420:
I see no reason why games like God of War, Spider-Man, and Returnal are better optimized, especially considering 2/3 of those are PS5 exclusives and they perform just fine.

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.
Yeah, like you said with Horizon, I expect it to get better over time just frustrating to always get the same launches for new games on PC. While I am not really having that many issues I can empathize with those that do.

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?
KamikazeXeX Mar 29, 2023 @ 12:34am 
Originally posted by ganja_dude420:
Yeah, like you said with Horizon, I expect it to get better over time just frustrating to always get the same launches for new games on PC. While I am not really having that many issues I can empathize with those that do.

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.

Originally posted by ganja_dude420:
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?

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.
Last edited by KamikazeXeX; Mar 29, 2023 @ 12:44am
ganja_dude420 Mar 29, 2023 @ 12:49am 
Originally posted by KamikazeXeX:
Originally posted by ganja_dude420:
Yeah, like you said with Horizon, I expect it to get better over time just frustrating to always get the same launches for new games on PC. While I am not really having that many issues I can empathize with those that do.

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.

Originally posted by ganja_dude420:
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?

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.
That seems like a lazy implementation to me then. Game development is not easy sure, but it is quite literally their job to make sure it works on more than just a couple hardware configurations. That is apart of quality control.
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Date Posted: Mar 28, 2023 @ 12:08pm
Posts: 29