Naughty Dog has finally released The Last of Us Part I onto PC. The launch did not go without a hitch, but is this really as bad of a port as the internet would lead you to believe?
Context first: the game & engine were designed around the unique architecture of the PlayStation 3, a powerful yet complex piece of hardware with unique requirements. Although it was ported to the PS4, the core engine underneath was a modified version of that same PS3 design, based on mass Asynchronous work. Even Naughty Dog itself had severe issues getting the game to run at 60fps, which required maximizing the CPU and GPU with a triple buffered rendering pipeline, and suffice it to say that porting to PC is an even greater challenge than that PS4 port.
Many of the problems at launch would cause crashes – often. I counted 12 separate crashes from starting the game until meeting Ellie, and this was on an AMD GPU which, unsurprisingly, this game favors. Nvidia players had it worse, or at least based on my testing with an RTX 2070. The main cause stems from memory limitations as you exceed the VRAM requirements, which then bleeds out into the shared graphics memory within your system RAM, causing hard page faults, reduced performance, and increased CPU demands alongside other memory related issues. This effectively leads to the modern day equivalent of the BSOD (Blue Screen Of Death), killing the executable mid execution.
The options Menu is exceptional, offering a clear breakdown of each setting from a dynamic visual perspective, demonstrating what the setting will change and/or a clear split of the impact on CPU, GPU and VRAM. As we get further into the performance section, keep in mind that the PS5 relies on a key architectural element:
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