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The Last of Us Part II Remastered Patched to v1.1 - Improves Performance & Addresses Stability Issues

T0@st

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Hey everyone, Patch 1.1 is out now for The Last of Us Part II Remastered! This update fixes various crashes, and we've addressed long stalls that could occur in some locations. We've also fixed several bugs related to the user interface and ultrawide cinematics. Check out the patch notes below for more details. We are aware of player reports of autosave issues and are actively working on a fix.

Our investigation shows that issues can occur when OneDrive or similar cloud services block the save file from being written. As a workaround, we suggest that you pause OneDrive while playing the game: Right-click the OneDrive icon in the Windows taskbar, click the gear icon and Pause sync. The teams at Nixxes and Naughty Dog are keeping a close eye on player feedback and crash reports and are working on additional updates with more bug fixes and improvements. Thank you all for playing The Last of Us Part II on PC and sharing your feedback with us!




Release Notes—1.1.10410.0940
  • Performance improvements to address long stalls that could occur in Downtown Seattle.
  • Fixed a crash that could occur when using Steam Input.
  • Sliders in the Display menu now adjust in full increments, regardless of the input method used.
  • Friends Top Scores are now displayed on the No Return Daily Run Leaderboard.
  • Resolved an issue when watching the Grounded II Documentary that caused audio and video to not be in sync.
  • Various fixes for visual bugs in ultrawide cinematics.
  • Various crash fixes and stability improvements.
  • Various UI bug fixes.

The Last of Us Part II Remastered PC—Patch 1.1 Hotfix—Game version: 1.1.10411.0746
  • Improvements to autosaving when the Windows Documents folder is located on OneDrive or a similar cloud service.
  • Performance optimizations when Resizable BAR is enabled.

View at TechPowerUp Main Site | Source
 
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Was ReBar only an issue on Nvidia? I had SAM enabled for my whole play through on my 9070XT and didn't notice an issue, a very minor hiccup here and there, but I had it capped at 90 FPS at 2880x1620 the whole play through.
 
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I cannot understand what is going on with the performance.
Processor is 50-60%, GPU is 70-80% max usage and I cannot get stable 120FPS lock. It varies from low 80s to high 90s. There are no thermal throttles.
Shouldn't GPU be at 100% at some points? Guess that R7 7700 @ 5.55GHz should not be bottleneck for 1440P resolution and RTX 4080.
 

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I cannot understand what is going on with the performance.
Processor is 50-60%, GPU is 70-80% max usage and I cannot get stable 120FPS lock. It varies from low 80s to high 90s. There are no thermal throttles.
Shouldn't GPU be at 100% at some points? Guess that R7 7700 @ 5.55GHz should not be bottleneck for 1440P resolution and RTX 4080.
"50-60%", I.e. four cores at 100%.

It's a CPU limited game even with a 9800X3D, let alone a 7700.
 
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I cannot understand what is going on with the performance.
Processor is 50-60%, GPU is 70-80% max usage and I cannot get stable 120FPS lock. It varies from low 80s to high 90s. There are no thermal throttles.
Shouldn't GPU be at 100% at some points? Guess that R7 7700 @ 5.55GHz should not be bottleneck for 1440P resolution and RTX 4080.
I think it was a mistake to reduce the initial shader compilation time in favor of compiling them during gameplay, high CPU usage and stuttering are the inevitable side effects.

Fire This Is Fine GIF
 
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The major bug haven't been fixed yet.

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I cannot understand what is going on with the performance.
Processor is 50-60%, GPU is 70-80% max usage and I cannot get stable 120FPS lock. It varies from low 80s to high 90s. There are no thermal throttles.
Shouldn't GPU be at 100% at some points? Guess that R7 7700 @ 5.55GHz should not be bottleneck for 1440P resolution and RTX 4080.

Not necessarily, reporting GPU load is complicated by various compartments, and it depends on how the game engine uses them - some games never show 100% use, even when they are clearly GPU bound, not held back by CPU - and it can vary by the settings used, so it's hard to simply compare with others.
 
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Not necessarily, reporting GPU load is complicated by various compartments, and it depends on how the game engine uses them - some games never show 100% use, even when they are clearly GPU bound, not held back by CPU - and it can vary by the settings used, so it's hard to simply compare with others.
TLOU P1 works flawlessly at 120 FPS cap and GPU/CPU usage is how it should be. If I set to 144 FPS cap, ti goes 130-140FPS but GPU is 100% utilized.
Same graphich/visual settings are applied on TLOU P2 and it is how it is. I did not experienced hiccups or stutters, only incosistant FPS but it was very playable. Finished the main story, now playing No Return challenges.

OK, so I guess that's it than, it is how it is.
 
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Update: new patch 1.2.xxx has resolved my issues. Now I have 120 FPS lock just how I wanted to. GPU usage is about 85-90%. When I set it to 144 FPS, GPU is 99-100% utilized and cannot lock 144. Good patch.
 
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