Thursday, March 30th 2023

The Last of Us Part I Patch Released to Address Crashes and Shader Compilation Issues

Naughty Dog has released its first v1.0.1.5 patch for the PC version of The Last of Us Part I, which fixes several performance issues that plagued PC users since the launch. The PC port of game leaves much to be desired, with a lot of reported crashes, optimization issues, and general gameplay issues, which led to a rather low rating on Steam.

Naughty Dog has already released an official statement over at Twitter, acknowledging issues and scrambling to fix them. "The Last of Us Part I PC players: we've heard your concerns, and our team is actively investigating multiple issues you've reported. We will continue to update you, but our team is prioritizing updates and will address issues in upcoming patches."

Update: The Last of Us Part I v1.0.1.6 Patch has been released on Steam, fixing several other issues. You can check out the full release notes below.
According to the release notes for The Last Of Us Part I Patch v1.0.1.5, it should fix performance and hitch related issues, as well as add extra crash diagnostic information to assist in crashes and issues related to both shader building and other stability issues.

The new patch, v1.0.1.6, has already been uploaded to SteamDB, so hopefully it will be live soon, and we will update the article as soon as we get the full release notes. In the meantime, here are the full release notes for Patch v1.0.1.5.

Patch Notes v1.0.1.5
  • Fixed several performance & hitch related issues impacting some users.
    Note: Additional improvements and investigations based on user feedback are underway.
  • Added extra crash diagnostic information to assist in investigating shader building related crashes and other common reported stability issues.
Patch Notes v1.0.1.6
  • Decreased PSO cache size to reduce memory requirements and minimize Out of Memory crashes
  • Added additional diagnostics for developer tracking purposes
  • Increased animation streaming memory to improve performance during gameplay and cinematics
  • Fix for crash on boot relating to game save files
Source: Steam
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20 Comments on The Last of Us Part I Patch Released to Address Crashes and Shader Compilation Issues

#1
W1zzard
Doesn't fix the various crashing issues related to shader compile
Posted on Reply
#2
TheoneandonlyMrK
I am taken aback by this part one, in total.
It seems like the exact opposite of the dead space remake in every way.
And I'm avoiding, I do have it on PS though.
Posted on Reply
#3
Dixevil
been playing for 10 hours on ultra with dlss and hasn't crashed once.
Posted on Reply
#4
Od1sseas
Shaders compile significantly faster. Took me 20 minutes on my 13600K. Takes only ~9 minutes with the patch.
Posted on Reply
#5
Denver
How great.. they must have fired most of the QA team and handed that task over to the customers who paid for this rubbish. Thank you
Posted on Reply
#6
Hyderz
Is this the new Skyrim? Spawning across 3 generations of console…
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#7
oldwalltree
HyderzIs this the new Skyrim? Spawning across 3 generations of console…
No that would be GTA V...
Posted on Reply
#8
siluro818
W1zzardDoesn't fix the various crashing issues related to shader compile
Once compiled the shaders take somewhere between 16 & 18 gigs on your system drive.
This is ofc precisely the amount of RAM the game utilized at peak during compilation (peaked at 27GB on my machine).
Meaning that prior to the last patch everyone with 16GB RAM was facing potential crashes and/or extra-slow compilation process.
Posted on Reply
#9
W1zzard
siluro818Once compiled the shaders take somewhere between 16 & 18 gigs on your system drive.
11.2 GB (12,129,232,544 bytes) on my 4080, but I've also seen 12 GB. Didn't check on AMD
siluro818Meaning that prior to the last patch everyone with 16GB RAM was facing potential crashes and/or extra-slow compilation process.
I still had issues with 16 GB + 4090 + latest patch, went away when changing to 32 GB

Edit: 1.0.1.6

A new hotfix for The Last of Us Part I is now live. This update addresses fixes that improve memory, performance, and more.

Decreased PSO cache size to reduce memory requirements and minimize Out of Memory crashes
Added additional diagnostics for developer tracking purposes
Increased animation streaming memory to improve performance during gameplay and cinematics
Fix for crash on boot relating to game save files
Posted on Reply
#10
Makaveli
They need to continue patching but I think its also clear if your machine has 16GB of ram its time to move up to 32GB in 2023.
Posted on Reply
#11
Minus Infinity
So WTaF did these clowns test the game on and what were they doing when they delayed the game "for further polishing". Imagine the unpolished version. PC's treated like lepers again with another 4th rate port.
MakaveliThey need to continue patching but I think its also clear if your machine has 16GB of ram its time to move up to 32GB in 2023.
I did that in 2011.
Posted on Reply
#12
Makaveli
Minus InfinitySo WTaF did these clowns test the game on and what were they doing when they delayed the game "for further polishing". Imagine the unpolished version. PC's treated like lepers again with another 4th rate port.
So far were not doing to bad with sony titles.

Both Spiderman and GOW and HZD were good with some small issues.

Days gone good.

This is really the first one that was puke on launch and from what I can see online it looks like Naughty Dog is always hit or miss so par the course for them.
Posted on Reply
#13
Arkz
MakaveliThey need to continue patching but I think its also clear if your machine has 16GB of ram its time to move up to 32GB in 2023.
Funny that it runs fine on a PS5 with 16GB of SHARED RAM, with a chunk reserved for system use too. This just reeks of a lazy port. It's Arkham Knight all over again.
Posted on Reply
#14
Minus Infinity
MakaveliSo far were not doing to bad with sony titles.

Both Spiderman and GOW and HZD were good with some small issues.

Days gone good.

This is really the first one that was puke on launch and from what I can see online it looks like Naughty Dog is always hit or miss so par the course for them.
Naughty dog was not responsible for those ports, so hows is that relevant?
Posted on Reply
#15
Makaveli
Minus InfinityNaughty dog was not responsible for those ports, so hows is that relevant?
They are responsible for this one. It was just a gerenal statement that not all recent ports have been bad.
Posted on Reply
#16
Easo
"Rather low rating" seems to be an understatement (though of course people only vote with 1 or 10, so in this case it's Mostly Negative).
Then again they knew what they were releasing. Who actually expects a 20 min shader compiling time to be... OK? On every startup?
Posted on Reply
#17
Bomby569
didn't they play the game before release? why do we go through this every time?
Posted on Reply
#18
EmerilLIVE
ArkzFunny that it runs fine on a PS5 with 16GB of SHARED RAM, with a chunk reserved for system use too. This just reeks of a lazy port. It's Arkham Knight all over again.
Really seems like the laziest possible route to porting the game from PlayStation to PC was employed, system requirements be damned. It'd be cheaper for most people to buy a PS5 than to upgrade their PC to run this well. Quite a bit of a coincidence there, if you ask me.
Posted on Reply
#19
boomheadshot8
News game are a joke need 32Gb and more of RAM need VRAM of 10Go 10core Cpu for what ?
Just optimize the game and play with half quoted above...
Game is 70€ and Pc part manufacturers are enjoying ppl buying expensive components, it's infinite loop ; and many other keep spamming we need to reduce consumption, well no it's exploded with data centers and technology, also with Pc with 1000W of draw...
Posted on Reply
#20
Prima.Vera
Looks like it's a habit for Sony to release garbage poor optimised console ports.
Really, isn't there a Quality Office or Test center to check those games before are released to public???
This is so much callous incompetence it's ridiculous.
Posted on Reply
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