The Last Of Us Part 1 | OPTIMIZATION GUIDE | Graphics Settings analysis | Best Settings

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The PC port is horribly optimized and I'm sure it'll get ironed out in the future, but for the time being, this video is a life saver, at least for me. I have a 5600x and a 3070ti in my system and after playing around with the settings the best I could get at 1440p with a mix of medium to high settings was 55-60fps, but after this video I am getting around 95-105fps, and the game looks NICER.

👍︎︎ 1 👤︎︎ u/frodan2348 📅︎︎ Apr 05 2023 🗫︎ replies
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foreign [Music] has been focusing more on releasing its exclusive games on PC and The Last of Us Part 1 is the latest addition to this list this is a full visual remake of the original PS3 release based on the newest and most advanced version of Naughty Dogs and house engine and you may have heard that the PC version is a mess and indeed it is the game suffers from a lot of technical issues including problems which either pre-compiling CPU vram and RAM usage but at least on the bright side the graphics menu is one of the best I've seen and there is a lot of sitting such week and today as usual we'll discuss this PC port and we will go through each graphic settings performance and visual impact so let's not waste any more time and let's get going foreign the game will start pre-compiling shaders this is good and necessary to eliminate any Shader compilations touchers but this process takes a lot of time on my ryzen 5 5600x the game took around 35 minutes to finish and I've seen people reporting that it took around one or two hours to finish in their systems and this is really unacceptable thank you the game also suffers from some memory leakage or memory management issues which affect the vram and RAM usage like here check this out this is an hf1080p with the lowest sector quality and here the game is used in around 6.2 gigabytes and such low quality check serves at this resolution should not use or allocate this amount of vram CPU usage is also a problem the game is CPU bound most of the time like here I am in a closed area with nothing's going on but the CPU is almost hitching 100 and as a result the frame charm is all over the place and the game doesn't feel smooth at all furthermore image quality is not good in this game GAA appears to be broken as it looks blurry and have less details compared to dlss or FSR however dlss nfsr also have some problems in one hand screen space Reflections looks bad when using FSR sr2 compared to the LSS exhibits more shimmering [Music] and on the other hand the LSS and motion exhibits some temporal details issues like here when I'm standing still the image looks crisp and clean but as soon as I start moving there is unnoticeable blurriness that takes over the image and when using the flashlight some surfaces show these block noises when using dlss so here regardless of what option you choose image quality will not be excellent now as I said earlier the graphics menu is really great it offers preview images that shows what each setting does with detail description explaining everything in addition to what components will be impacted and it's packed with a ton of settings so let's take a look at these settings but before that I want to say that in this video I will focus more on the performance side because of how demand in this game is so my recommendations will prioritize performance over quality and with that out of the way let's start with animation this one is supposed to change the quality of NPC's animation in a distance but I can't see any visual difference between low and high and on the performance side it's the same story so here to stay on the safe side use low let's move on to Geometry settings starting with draw distance from what I've seen this stitching changes nothing I tried different areas like here including the area and the preview image from the graphics menu and I've tried restarting the game but there is no visual or performance difference the game comes with various level of detailed settings including one for dynamic objects like this car and for both low and medium the geometric detail increase when the camera is closer to the object compared to high and Ultra and performance was gone from launcher Ultra Conrad performance by around 2 percent so here I recommend at least High we also have one for NPCs and here you can see the difference between each option and for this one going from low to medium and high costs one percent and to ultra 3 percent so here I recommend High we also have one for environment which mostly affect trees and foliage like here [Music] and performance wise at this scene going from low to ultra drop FPS by three percent here both low and medium exhibit pulpin close to the camera that's why I recommend at least High [Music] because of the game's High vram requirements and memory issues I will not show any vrm difference between checksers options because any data will not be accurate or reliable but my recommendations here is to focus first on environment and also character textures as these two have the biggest impact on visuals unlike visual effects or dynamic objects foreign going from 1X to 8X drop performance by two percent until 16x around 6 percent here I recommend HX since it looks almost identical to 16x and can save you around 4 percent of performance and lastly in this section we have texture sampling which affect the quality of sampling for these syntaxers like here foreign and performance wise I measured no difference between the options so here go for Ultra now let's move on to lighten settings starting with ambient Shadows quality here going from off to quarter drop FPS by two percent to half three percent and to fall six percent so here I recommend quarter and directional Shadow is a resolution which affects Shadows from the sun and the moon going from low to medium costs 2 percent to high six percent and to ultra a big 15 so here Ultra looks good but 15 percent is the high cost that's why I recommend medium or high next we have directional Shadow distance here when GPU bound these settings doesn't show a big performance difference around three percent from low to ultra but when CPU bound like here going from low to higher options control performance by 8 percent so here I recommend low image based light chain visually is one of the most most impactful settings in the game it affects some surfaces and objects sliding like here and also foliage like here [Music] but the biggest impact is on water like here and on the performance side it costs around two percent so keep this one on you will see Spotlight Shadows mostly on the workbench like here and sometimes during gameplay like this scene where going from low to even Ultra costs around one percent so here keep this one on Ultra Point lights are more common in the game and you'll see the effects of Pawn light's Shadow resolution more and performance wise at this scene here going from low to medium costs nothing to High 2 percent and to ultra 3 percent so here I recommend medium bounce light and increase light scattering from Dynamic lights like here and performance wise enable in this stitching costs around 10 percent so here I recommend turning this one off because visually during normal gameplay it's hard to notice the effect of this stitching screen space Shadows quality enable and enhance the quality of small details on objects Shadows like here foreign and performance wise going from off to low mid and high costs around one percent and to ultra around eight percent so here I recommend High I spent a lot of time looking for the visual effects of dynamic screen space Shadows during gameplay and I couldn't find it and I had to return to the cutscene from the preview image and here performance wise decision has no impact so keep it on contact Shadow enhance self-shadowing on characters and performance wise going from off to even Ultra doesn't cost anything so here I recommend Ultra [Music] visually ambient occlusion as usual is essential and disable image can make most scenes looks flat and performance wise it costs only around two percent so keep it on [Music] here comes with additional settings that provide more information and enhance its effect like ambient occlusion denoise quality which improve the accuracy of ssco and can cost like one percent so keep it on high foreign space directional occlusion or ssdo improve mph occlusion and indirect light areas like here and performance wise it does not cost anything so keep it on and finally on this lighting section we have screen space contracing and this one improved amph occlusion on small scale details where ssao is not effective like here on Dual and performance wise enabling the switching costs nothing so keep this one on now let's move on to reflection settings starting with screen space Reflections here we have three sliders Each One controls one aspect of SSR and if any slider is set to zero HSR will be completely removed let's start with the accuracy here when using chain compared to 100 this Van's reflection is not complete and performance wise this one has no effect so keep it on 100. this is our distance you can see here when using chain compared to 100 the pillars of this building are missing in the reflection and performance wise similar to the previous one it doesn't have any performance impact so keep pitch on 100. and the last slider controls glossier Reflections quality which affects only higher Flagship surfaces like here and performance wise going from 10 to 100 costs nothing so keep it on 100. now overall enabling SSR doesn't cost a lot that's why I recommend keeping it on with all sliders h100 in addition to SSR the game uses some other techniques for Reflections and real-time Reflections quality controls these Reflections like mirrors as you can see here or some bodies of water like here and performance wise this is a demanding settings because going from off to low costs 10 percent to medium 12 percent High 15 percent and to ultra 18 so here I recommend turning this one off and if you decide to keep pitch on this kitchen called real-time Cloud Shadow Reflections can include shadows and these Reflections when enabled and cost around 2 percent let's move on to shading stitching starting with screen space subsurface scattering this one can enhance the look of character's skin like here and costs around two percent so keep it on foreign here is refraction quality which merely affect translucent surfaces like here you can see the real scene from this hole in this glass and if we compare the three options we can see that half looks flickery compared to full and they both show a fake scene unlike multi-layered option which shows the real one and performance wise going from half to even milky layered costs around 2 percent so here I recommend multi-layered refractions [Music] let's take a quick look at some post-processing effects starting with depth of field here during gameplay going from off to low cost 3 percent and to ultra 4 percent and motion blur with 10 and the Engine CC slider and Ultra quality going from off to full resolution plus multi costs around 4 percent and finally Bloom were going from half race to full rest costs around 2 percent [Music] foreign we have visual effect settings with volumetric effects quality this stitching scale with the internal resolution so for example here low when using dlss looks bad compared to low at Native and performance wise this switching is demanding here going from low to medium and high costs around 11 until Ultra 19 so here I recommend low [Music] and the second and last stitching in this section is lens flare here going from off to full resolution doesn't cost anything now based on everything we saw so far these are my recommended settings [Music] let's now do a quick comparison between optimized stitchings on Ultra preset and I'll be using dlss quality mode on both sides to eliminate any vram bottleneck especially from Ultra preset here at this scene going from Ultra to optimize boost performance by around 77 percent foreign overall this PC Port is disappointed and will go down as one of the worst and recent years the game suffers from a lot of technical problems and honestly right now because of all these issues especially the CPU performance my settings may not be effective for everyone and they will not fix the micro staturing caused by this problem or any other problems but hopefully when the game gets fixed you'll find these teachings more useful and with that we arrive at the end thank you so much for watching and for your time if you enjoyed the video leave a like if not leave a dislike don't forget to subscribe and hit the notification Bell for any future videos and hopefully I'll see you in the next one
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Channel: BenchmarKing
Views: 129,331
Rating: undefined out of 5
Keywords: The Last Of Us optimization, The Last Of Us best settings, The Last Of Us boost fps, The Last Of Us fix stuttering, The Last Of Us optimized settings, The Last Of Us low end pc, The Last Of Us fps drop, The Last Of Us fps boost, The Last Of Us pc performance, The Last Of Us Ray Tracing, Dead space remake performance analyses, The Last Of Us PC port, The Last Of Us pc optimization, The Last Of Us optimised settings, The Last Of Us Part 1 PC Gameplay
Id: eqqgW_7hosY
Channel Id: undefined
Length: 15min 41sec (941 seconds)
Published: Sun Apr 02 2023
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