Technical problems
Despite the visual splendor, “The Last of Us Part 1” struggles with technical weaknesses. Frame rate drops, clipping errors and occasional crashes mar the gaming experience. As contradictory as some things were in the gameplay, the different hardware is also presented with very diverse problems. With my kids’ PCs (Zen 2 and RTX 2060 / 3060), the game is barely playable at normal settings even on WQHD, resulting in significant drops in graphics quality. The PC version of the game also suffers from various issues such as crashes during shader compilation, driver errors, game crashes and more.
The Last of Us Part 1 is also quite a demanding game in terms of CPU load. It uses a special version of the Naughty Dog engine, which allows the game to achieve quite impressive graphics quality and a high level of detail. This is due to the mostly new assets (higher poly counts, higher resolution textures and an organic look), detailed environments and models, as well as significantly improved visual effects and sophisticated lighting. The game now uses its own rendering technology for this purpose, which creates reflection effects similar to ray tracing (it is not true ray tracing, however).
This proprietary engine uses the full power of the CPU to run a variety of processes that affect the gameplay and graphics of the game. CPU-intensive processes performed in The Last of Us Part 1 include AI calculations for enemies and allies, environmental physics, interactions between characters, and lighting and shadow calculations. Since the game features an open-view world and a variety of different scenarios and environments, the CPU has to run a variety of processes to keep the game running smoothly and fluidly.
Shader compiling, unfortunately takes far too long when the game is first launched. Even on a high-end machine like the Ryzen 9 7950X3D I used along with a GeForce RTX 4090, it can take 10 minutes or more, and on the slower kids’ systems it was even up to 45 minutes. However, loading savegames later can also take a nerve-wrackingly long time, unfortunately. Graphics memory is scarce and the excessively used textures can quickly lead to jitters, dropouts and even crashes. Reducing texture detail isn’t always the way to go either, but it often is, especially as the memory gets more and more full from time to time while playing.
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