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The Last of Us Part 1 Update v1.0.5 Improves CPU Performance

GFreeman

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Naughty Dog and Iron Galaxy have released a fresh update for the PC version of The Last of Us Part I, Update v1.0.5. This is the ninth update for the PC version of the game, and it brings further performance improvements, reduced shader building times, and improves texture fidelity on low and medium presets.

According to the release notes, the newest update further reduces shader building times, but, more importantly, includes optimized code to improve global CPU performance, which has been plaguing the game since the launch. Naughty Dog was keen to note that the newest patch triggers a full shader rebuild and that you need to have the most up-to-date version of the graphics driver, especially since the latest AMD Software: Adrenalin Edition v23.4.3 includes a fix for "longer than expected shader compilation time" in The Last of Us Part I.



Here are the full release notes:

  • Reduced shader building times
  • Optimized code to improve global CPU performance
  • Optimized content to improve performance across several levels
  • Improved level loading to help reduce the amount of 'Please Wait' and loading screens
  • Added a new Effects Density setting, which adjusts the density and number of non-critical visual effects (Options > Graphics)
  • Increased crowd sizes on Low and Medium Ambient Character Density settings and added a Very Low option (Options > Graphics)
  • Implemented additional scalability tuning for Low and Medium in-game Graphics settings
  • Reduced the VRAM impact of texture quality settings, allowing most players to increase their texture quality settings or experience improved performance with their current settings
  • Fixed a crash that would occur on boot on Windows 11
  • Fixed a crash that could occur on Intel Arc
  • Fixed a crash that may occur when starting a New Game in Left Behind prior to the completion of shader building
  • Corrected an issue where pointing the camera at the floor while aiming would cause the player and camera to visually stutter
  • Fixed an issue where Sniping Sensitivity settings were not applying to all scoped weapons. Additionally, Sniping Sensitivity has been renamed to Scoped Sensitivity (Options > Controls > Mouse Camera Sensitivity)
  • Fixed an issue where players could not click on 'Jump To Unbound' when prompted in the custom controls settings (Options > Controls > Input > Customize Controls)
  • Fixed an issue where changing Graphics settings (Options > Graphics > Graphics Preset) during gameplay wouldn't restart the player at the correct checkpoint
  • Fixed an issue where adjustments to Lens Flare (Options > Graphics > Visual Effects Settings > Lens Flare) were not not applied
  • [Pittsburgh] Fixed an issue where players may consistently fall out-of-world when restarting at the checkpoint in the bookstore
  • [Left Behind] Fixed an issue where players may get soft locked when jumping into the electrified water

AMD-Specific
  • Implemented improvements to load times
  • Fixed an issue where shaders may take an abnormally long time to load

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Last update had shader building times of about 20min, used to be like 50min or more. Performance was almost kinda decent.

i dont know why they just didnt wait a couple of months more before releasing it
 
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ive played the last of us remastered on ps4pro, i will wait for it the last of us pt 2 on pc...
 
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Nine patch so far. This is my reaction to all these dam bug crap optimized ports and remakes and new games comming out so far.

Disappointed Kevin Sorbo GIF
 
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Imagine these programmers having to program original Quake with the period correct hardware.
Bunch of script kiddies.
 
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Imagine these programmers having to program original Quake with the period correct hardware.
Bunch of script kiddies.

early games had perfomance tied to the cpu clock speed, these clowns would make PC gaming impossible, they can't get any launch right these days.
 
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  • Reduced the VRAM impact of texture quality settings, allowing most players to increase their texture quality settings or experience improved performance with their current settings
Wait, wait, wait... I thought that optimization had nothing to do with the stutter because the game simply needs more VRAM, making it one of many examples of games that were actually optimized quite well and thus were prime candidates to demonstrate how anybody with an 8GB graphics card should be pointed to and laughed at.
 
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I can hear the engineer I worked with in the nineties. "fck that, guys in production will worry about fixing it". Nowadays it seems everything is moving down the line and the consumer is now a QA employee who has to pay for the privilege. Good for the bottom line of corporations I guess, personally I'll wait for a year or so until the game reaches the "launch ready" state and is heavily discounted. Or, most likely, I'll forget about it and the publisher never gets my money.
 
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9th Update?

Spider Man Lol GIF
 
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