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NVME M.2 SSD drives are really cheap these days in the 1TB range.
My SSD is nearly full, but got plenty of space on HDD. Assuming your HDD is a 7200 RPM desktop type?
I have TLOU Part 1 on a HDD. Initial loading times are around 3 minutes, but once in-game, I didn’t have any issues. I’m not bothered by initial loading times, so if I can get away with a HDD, then that’s what I’ll do.
Yeah, it runs fine after the initial load.
My PC got infected (hah, because we're in a TLOU forum) and I stuck it in the closet and went back to consoles. I took it out a week ago and it was working fine so I started redownloading a bunch of stuff. The SSD will also be good because I sold my 1 TB HDD when the PC stopped working.
Thanks for the insight. My SSD is only 480GB and it’s primarily for Windows OS and installed programs. My 2TB HDD was specifically purchased for games, so I will ignore Nixxes Software and install it to this anyway. And so begins a long 3 day wait… wish I had fast internet 😫
By the time this finishes downloading, Nixxes Software would have probably released the first update. Yay, even more downloading!
But in all seriousness, I do wonder if an SSD realistically makes any difference to the perceived framerate. In my case, I’m already gonna be CPU bottlenecked so bad, I’m not convinced that using an SSD would improve it at all. Hope Nixxes Software add a “pre-compile all shaders” option like TLOU Part 1 requires.
(Running from spinning rust here, but I have access to a laptop with eMMC storage and I've seen the difference that that makes for certain system operations.)
However I am unsure if this is due to slow HDD, or because shaders are not being compiled fast enough. If I quit to the menu and re-load the save, it does the “compiling shaders” step again, then everything seems normal. At least, until the next “new” area is loaded.
Considering that I didn’t have these issues with Part 1 (which has mandatory shader pre-compile), I’m leaning towards slow background shader compiling.
It can't help that Steam's system info reports spinning rust and optical drives as SSDs…
Shader compilation should, after the first run after installation/update, be little more than retrieval from cache.
Two questions come to mind:
If I replay the affected areas, the problem doesn’t happen again in that area (and the loading screen will do another short compiling shaders step).
Have to do some more testing, but I’m almost certain the problem is caused by shaders not being compiled fast enough in the background.
Update: it’s definitely caused by slow background shader compiling. If I pause the game and select “Restart checkpoint/encounter” or “Replay cinematic” (during cutscenes), it goes to a loading screen and compiles all pending shaders immediately. This is good because it clears the shader compile queue for the current area.
After that, the game runs much smoother and anything that was missing in the environment appears as expected. At least until I reach the next shader compile trigger.