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

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
foreign it has been more than three months since the PC release of The Last of Us Part 1 and at launched the game suffers from numerous problems and technical issues nevertheless naughty dog and iron Galaxy have diligently worked on the game and released several patches and updates and their efforts have resulted in significant improvements particularly in terms of CPU performance checksers and VRA mutualization and these patches also introduced some new adjustable graphical settings and changed some presets performance that's why I decided to revisit the game again a richest all graphical settings with the most recent patch at the time of this video which is patch 1.1.0 so let's get going but before we do when I say mobile games RPG is not typically the first thing that comes to mind but with great Shadow Legends the sponsor of this video it's a whole different story this is a visually stunning action-packed mobile RPG with super detailed and tactical battle system featuring over 700 unique and Powerful champions from the fierce Orcs to the sturdy dwarves and even The Haunting and Dead the game offers a diverse range of Champions to choose from and with endless customization you can tweak your Champion builds and embark on a journey to Concord 12 and posing dungeons each with its own unique challenges and rewards and if PVP combat is your call in engage in 3D Battles and the newly added Life Arena where you can test your skills with or against over 400 million players from more than 190 countries around the globe and my favorite aspect about Red Shadow Legends is that it's completely free and playable on mobile and with player on play you can take your progress and keep playing on this top Additionally the game features regular content updates adding in new Champions modes and more for instance if you play raid for 7 days between now and July 24th you will get for a legendary champion the mighty orc warlord archoc so if you haven't started playing yet use my link in the description below or scan my QR code to get insane bonuses we're talking epic champion chelia from the sacred order faction and other useful goodies such as energy refills scale tomb and XP boosters so don't miss out this opportunity just hit my link in the description download the game and maybe I'll see you on the battlefield and big thanks to rage Shadow Legends for sponsoring this video now let's kick off with image quality which is one aspect that hasn't been improved at all GAA still looks bad specially when it comes to preserve and fine details like here or Follies and trees like here dlss also still suffers from visual artifacts when using the flashlight compared to FSR and FSR seal exhibits significant jump portal and stability and shimmering during motion unlike image quality checksers has been really improved and now even medium textures look fine with decent vram usage and it's all thanks to this new city called texture streaming rage and this one controls the speed at which textures are loaded and lower energy can significantly decrease vrm usage especially when using high or Ultra textures however the Windsor can also cause occasional texture popping and some areas like here but despite this throwback it remains a great option to play the game with higher quality textures specially for gpus with 8 gigabyte or lower and when it comes to techsters my recommendation here for 8 gigabytes is to give environment and character textures the priority and put them on higher Ultra since these two have a bigger impact on the visuals as for dynamic object textures medium or high look fine enough while visual effects textures are not that noticeable and should be kept on low and by combining this up options with normal textures to streaming you'll get great looking textures without encountering any vrm usage issues [Music] now let's move on to Geometry settings starting withdrawal distance unlike the launch version this stitching now shows a small visual difference between low an ultra and it has a negligible impact on performance even in a CPU limited scene like here so I recommend keeping this one at Ultra next we have Dynamic objects level of detail and similar to draw this since this one has the negligible performance impact so keep it as high or Ultra as for characters level of detail there is a noticeable performance impact between the options because going from low to medium on high can cost around 2 percent until Ultra 5 so here I recommend High and the last stitching in this section is environment's level of detail and this one has a noticeable visual impact compared to the other LOD settings and performance wise given from low to medium costs 4 percent to high five percent until Ultra 10 percent so here I recommend High I moving on to texture settings we have texture filtering and here going from 1X to even 16x costs up to 2 percent so keep this one at 16x and the last stitching here is Gixxer sampling quality this one can have noticeable visual impact but fortunately performance wise going from low to even Ultra doesn't cost anything so keep this one at Ultra [Music] now let's move on to lighting settings starting with ambient Shadows quality and here going from off to quarter costs one percent to have four percent until 4 resolution five percent so since half and full don't add a lot visually I recommend quarter resolution and being Shadows directional Shadows is another visual aspect that still looks bad for instance here even with ultra Shadows from the Sun exhibit noticeable pixelation with low quality filtering and performance wise going from low to medium costs 2 percent to high five percent and to ultra award pin 14 as for directional Shadows this since this one when CPU bound like here can have a significant performance impact because going from low to medium costs 8 percent and to high on Ultra 13 so here since directional Shadows now look great even with the highest options I don't recommend investing a lot of performance on these two settings a mix of medium or low directional Shadows distance with high directional Shadows resolution should suffice next we have image based lighting unlike the launch version the switching no longer affect the appearance of bodies of water but it still adds a lot to the game's visual presentation and performance wise it costs around three percent so here I recommend keeping this one on Dynamic lights quality is the new stitching that has been added with patch 1.1.0 and it only affects the quality and density of dynamic lights on some specific areas like here and it has negligible impact on the performance so here I recommend keeping this one at high Spotlight Shadow resolution is similar to the previous stitching as it also has negligible performance impact so keep it at Ultra next we have Point Lights Shadow resolution and here going from low to even Ultra costs around 2 percent so keep this one at high or Ultra bounce lighting can have a small visual impact but it's still not worth the Performance Edge because enabling this seating can cost up to nine percent so here I recommend keeping this one off the next one is screen space Shadows quality and here going from off to high costs one percent and to ultra 4 percent so high is the best option here Dynamic screen space Shadows only affect some specific scenes like this one and performance wise decision has negligible impact so keep it on contact Shadow quality is another stitching that has insignificant performance impact so keep it at Ultra screen space ambient occlusion or scco is an important stitching when it comes to the game's visuals and performance wise enable an ssao costs around 2 percent so keep it on the noise quality has minor performance impact even when going from off to high so keep it as high and similar thing for screen space directional occlusion with one percent hit to perform and also screen space crunch racing which doesn't cost anything so I recommend keeping both on foreign settings starting with screen space Reflections and here enabling SSR with all sliders at 100 costs around 2 percent so keep screen space Reflections on with all sliders set to their maximum value now one stitching that has significantly changed compared to the launch version is real-time Reflections quality here in my previous optimization guide video there is a noticeable visual disparity between the options where low looks well low res and blurry compared to ultra but now with the newest patch there is no difference in terms of visuals or performance between options from low to ultra however when it comes to mirror's Reflections which is another aspect that this stitching affects there is a significant Visual and performance difference where going from off to low costs 4 percent to medium six percent to high 18 percent and to ultra and massive 36 percent so if you want to use real-time Reflections I recommend low or medium and the last stitching in this section is real-time clouds Shadow Reflections and enabling this one doesn't cost anything so keep it on [Music] moving on to shading quality here we have two settings first screen space subsurface scattering and enabling this one costs a small two percent so keep it on and the second setting here is refraction quality and this one has negligible performance impact when going from a half resolution to multi-layer so here I recommend multi-layer diffraction [Music] let's move on to visual effects settings first we have effects density and this is a new stitching that has been introduced with patch 1.0.5 and it controls the density of some particles and effects like here with rain particles and how they interact with some surfaces and performance wise going from very low to low mid and high cost seven percent so here since this setting only appears on some specific areas and low looks and perform similar to high I recommend low effects density next we have volumetric effects quality and this stitching's performance can vary depending on the scene for example here going from low to mid costs 2 percent to iron Ultra 12 percent but here going from low to mid costs 12 percent to high 21 percent onto Ultra 22 percent and this stitching also affect the vram usage so here I recommend low volumetric effects let's move on to the final section which is Miss quality starting with animation quality and here even in a CPU limited scene I couldn't see any performance impacts between low on high so keep this one at high another new stitching that has been introduced with patch 1.0.4 is ambient Correctional density which controls the density of NPCs on some specific areas like here and performance wise going from very low to low cost 2 percent to medium three percent and July 5 so here if you have a low end CPU I recommend using very low or low to maintain consistent performance and crowded areas otherwise if you have a capable CPU use high and the last stitching is AI quality and this new sieging has been added with the latest patch and I covered it in my previous video where I found no performance or visual difference in many scenarios and encounters however if you experience performance or higher CPU usage during unconscious are a camera lowering this stitching now based on everything we saw so far these are my recommended settings [Music] let's Now quickly compare optimize settings with ultra preset using the same textures quality options on both sides hereby going from Ultra preset to optimized settings we can see on average around 52 percent boost to Performance [Music] so overall The Last of Us Parts one stands out as one of the few bad PC ports this year that has shown significant Improvement through updates and patches however despite these efforts certain issues persist image quality still looks bad regardless of the choosing option and directional Shadows continue to exhibit pixelation a low quality filter and even with the highest options and on some areas the game is so heavy on the GPU and I hope that naughty dog and iron Galaxy prioritize further optimization of the GPU performance and improve image quality and future updates 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 and if not leave a dislike don't forget to subscribe and hit the notification Bell for future videos and hopefully I'll see you all in the next one
Info
Channel: BenchmarKing
Views: 35,297
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, the last of us part 1 update
Id: E2AmX44gTpY
Channel Id: undefined
Length: 14min 18sec (858 seconds)
Published: Fri Jul 07 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.