Fires continue to be put out by Naughty Dog and Iron Galaxy as they fix up The Last of Us, with a new patch landing with lots of fixes.
Available in v1.0.3 are these changes just for the Steam Deck:
- Fixed an issue where the native UI overlapped the ‘Look’ prompt.
- Fixed an issue where the DualSense™ motion sensor function may not register the player shaking the camera to fix the flashlight when prompted.
- [Left Behind] Increased the size of the Arcade’s mini-game button user interface.
Performance hasn't really been fixed up yet for Steam Deck, with it still pretty messy in lots of places and it's currently rated as Unsupported by Valve through Deck Verified. As Naughty Dog's Neil Druckmann said previously "Getting VERIFIED isn’t a priority. Optimization & stability (on the Steam Deck & other pc platforms) is!".
So eventually, once it's had more optimizations and fixes across the whole game, it might eventually be a reasonable experience on Steam Deck. At least on desktop Linux last I checked it worked reasonably well and this patch does include numerous crash bug fixes, texture problems and lots of other fixes.
You can buy it on Humble Store and Steam.
If you're playing it or attempting to, how has your experience been?
The more you fumble a release the odds are that no one cares about the game that’s known for enticing cutscenes and okay game play. Those who will pick it up are going to be die hards (honestly never met anyone jazzed about the series) or casually interested who manage a back log.
> As Naughty Dog's Neil Druckmann said previously "Getting VERIFIED isn’t a priority. Optimization & stability (on the Steam Deck & other pc platforms) is!".
Sorry Druckmann but that’s pretty much the same thing.
Last edited by itscalledreality on 15 April 2023 at 6:40 pm UTC
Quoting: itscalledreality> As Naughty Dog's Neil Druckmann said previously "Getting VERIFIED isn’t a priority. Optimization & stability (on the Steam Deck & other pc platforms) is!".
Food for thought Naughty Dog!
Do the optimisations and stability testing before release
Quoting: FireGate_13Man, please stop suggesting that they improved this game. 5 patches and counting, and still constant 100% cpu usage, huge vram and ram numbers, crashes and stutters.. this port is still the worst..
100% CPU usage is not necessarily a bad thing, though.
I always compare it to workers: If you hired some workers, you do want them to work if there's still work to do. (Of course, it's not useful if they're just running in circles.)
Last edited by Eike on 16 April 2023 at 6:38 pm UTC
Quoting: EikeQuoting: FireGate_13Man, please stop suggesting that they improved this game. 5 patches and counting, and still constant 100% cpu usage, huge vram and ram numbers, crashes and stutters.. this port is still the worst..
100% CPU usage is not necessarily a bad thing, though.
I always compare it to workers: If you hired some workers, you do want them to work if there's still work to do. (Of course, it's not useful if they're just running in circles.)
It’s bad because there leaves no room for any process to use the CPU, not even itself. Your comparison would be closer to RAM usage.
Quoting: itscalledrealityQuoting: EikeQuoting: FireGate_13Man, please stop suggesting that they improved this game. 5 patches and counting, and still constant 100% cpu usage, huge vram and ram numbers, crashes and stutters.. this port is still the worst..
100% CPU usage is not necessarily a bad thing, though.
I always compare it to workers: If you hired some workers, you do want them to work if there's still work to do. (Of course, it's not useful if they're just running in circles.)
It’s bad because there leaves no room for any process to use the CPU, not even itself. Your comparison would be closer to RAM usage.
If there's enough useful stuff to compute, it should take 100% CPU. The alternative would be leaving CPU unused despite having calculations to do, and thus needlessly running too slow. If you don't agree, imagine a dual or even single core: The game must make full use of it. And if it's for enough to do for say 12 cores - still use what you need.
A bad thing would be using all resources just to run at 1000 fps. (Yes, I did see that, on a point and click.)
Last edited by Eike on 16 April 2023 at 7:37 pm UTC
Quoting: EikeIf there's enough useful stuff to compute, it should take 100% CPU.Correct me if I'm wrong. My take is: If the frame rate is locked, there is a high probability that it should be < 100% load.
Quoting: KlaasIf the frame rate is locked to a value that your CPU can do without stress, yes, your right.Quoting: EikeIf there's enough useful stuff to compute, it should take 100% CPU.Correct me if I'm wrong. My take is: If the frame rate is locked, there is a high probability that it should be < 100% load.
Modern games are usually GPU or CPU limited on a given system - or the system is strong enough on both ends to cope with what's asked for. But if it's CPU limited, CPU should be used 100%, if it's GPU limited the GPU. (Ideally. Especially for GPUs, 100% usage of all those different parts is probably hard to reach.)
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