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Topic on User talk:Sandemc

TLOU1: please wait

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Mrtnptrs (talkcontribs)
Sandemc (talkcontribs)

False, I'm not dumb enough to correct a claim twice without making a fact check. Literally in the links you send, there's people running the game off an SSD and still meeting the issue. That is not an issue. I'm running the game off an HDD and the issue does not happen either. The issue, does, however, happen to users with 16gb or less ram. 32gb ram on an HDD here (you didn't read my message correctly it seems), haven't encountered a "please wait" screen a single time. Plus, it's *also* occured by shader compilation not being finished, so removing that part was obsolete. I'll revert the change for now.

Mrtnptrs (talkcontribs)

Ok, didn't explain my motivation properly: the please wait... screens are thus related to loading, but because it is by design, I thought it to be an actual non-issue, hence I removed it. But as this indeed seems to get worse when shader compilation hadn't finished (meant HDD and shader compilation as separate causes, not necessarily connected), keeping it in, even if it is not a real issue, won't do any harm. Still doubt that it is RAM-related though, would seem more likely to me it is CPU-load related, but who knows.

Sandemc (talkcontribs)

Alright. I'm doubting the cpu-load related bit aswell as I'm running an ryzen 5 3600 and people with better CPU's still seem to encounter that issue - the only thing i managed to tie in common was specifically 16GB of RAM. but eh, there's barely anything to confirm so at the moment, so feel free to contradict my statements when there's more convincing evidence; sorry if i seemed rude, i tend to be too stubborn at times. thanks for understanding

Mrtnptrs (talkcontribs)

You seem perfectly reasonable to me, so no worries. Think in this case a little more or less powerful CPU wouldn't matter; shader compilation will try to max out the CPU-load if it can, so if the CPU would indeed be the cause, this would explain why a little more or less powerful CPU won't matter much and having the same (very common) 16 GB RAM configuration could just be a coincidence possibly. But lets indeed see if more concrete information will surface in the coming few days :)

Mrtnptrs (talkcontribs)

Also same warning for me, can also be quite stubborn at times haha. But think we're working something out quite well here. If you have any more suggestions or anything more to discuss, keep them coming :)

Sandemc (talkcontribs)

that's the thing, i'm trying to be on lookout specifically for comments that state that their shaders have been built aswell. Frankly there's a massive amount of people who completely negate on shader building and complain about performance, so trying to sort out those reviews gets tedious. regardless, thanks for spending your time, we should indeed *please wait* until there's more concrete info (i also posted my comment on that steam discussion to see if more people get to confirm that)

Mrtnptrs (talkcontribs)

Yeah, also the issue I saw; people playing the game while shader compilation hasn't finished yet and then complain about performance. The crashes though should still not happen, even when RAM or VRAM is a bit limited, so the crashes specifically indicate some bugs in the game's systems, especially the asynchronous shader compilation system during gameplay.

Mrtnptrs (talkcontribs)

These people who negative on letting shader compilation finish seem to be spreading misinformation about it, influencing other's perceived information, in turn them also spreading potential misinformation, which makes it very very hard to get good reliable info.

Sandemc (talkcontribs)

I still can't believe people completely ignore shader compilation on console ports - hell, detroit become human literally forces it on launch, and people are completely fine with it SOMEHOW. makes me wonder why did it suddenly go back to square one with TLoU

Sandemc (talkcontribs)
Mrtnptrs (talkcontribs)

Think it is a good addition yeah, makes it indeed strongly suggest it is RAM-related, could also be a coincidence idk. But certainly a good ref to leave in till we have more that confirm it, nice work :)

Mrtnptrs (talkcontribs)

It is still very weird to me haha, asked the guy in the video btw if he let shader compilation finish before starting gameplay, just to be sure.

Mrtnptrs (talkcontribs)

Even if he didn't, it shows game instability during asynchronous shader compilation, but then I'll add it to the snippet as it is then indicates that limited RAM + non-finished shader comp could possibly cause this.

Sandemc (talkcontribs)

alrighty. the stutter still exists if you let the shader compile; granted it's less frequent, but it still occurs. think the cause is lacking on vram, but who knows

Mrtnptrs (talkcontribs)

Yeah, but this issue was not about stutters right? :P We have to watch out maybe for not involving too many issues in one "issue" on the game's PCGW page haha, this feels like us walking through a maze...

Sandemc (talkcontribs)

Yeah i'm just mentioning it. I think the section is fine as it is rn, it mentions most issues. I also separated the memory leak and crashes bits into two different info lines to make it look as two different causes to the same issue - as that seems to be the case. My system genuinely barely meets the minimum requirements, but I have a 32gb ram which, SOMEHOW, compensates for all the issues I see that people with 16gb ram have despite better specs. Just to update, I have a r5 3600, 32gb 3200mhz ram, gtx 1650 (4gb of gddr6 vram), and playing off a 7200 rpm hdd and this is my performance with custom settings (high-medium, settings say it consumes 7gb of vram): https://i.imgur.com/f0SHtPV.jpg

I quite frankly did not encounter any issues outside of minor stuttering, but yeah massive ram usage is a problem. (i have 45fps thanks to FSR2.2 so the render res is 720p, drops below 20s otherwise on native)

The fact that I had no issues like load screens or visual issues or crashes just made me think of one thing and that's the fact I'm overkill on ram - which I, more or less, confirmed later on

Mrtnptrs (talkcontribs)

"I also separated the memory leak and crashes bits into two different info lines to make it look as two different causes to the same issue" I was considering the exact same thing haha. Great minds think alike? :P But oof, 1650, poor TLOU1 haha, but hey, long live FSR 2.2 to save the day. Sad that Nvidia does not support DLSS on it...

Mrtnptrs (talkcontribs)

Yeah, would be curious why this game is so RAM-hungry

Sandemc (talkcontribs)

Thankfully FSR2.2 looks extremely good. I can just barely tell the actual render resolution is 720p, as the image clarity is pretty clear and the ghosting issues are practically non-existant (though, there's still some interlacing-esque issues, didn't really get the cause but disabling sharpening *seems* to fix it)

Sandemc (talkcontribs)

As for why is it RAM hungry, if you track the ram usage, during the loading screen it gradually spikes from 5-6gb usage to 11-15gb, which makes me suspect it literally just loads the whole stage into RAM at once (which explains both the long load screens even on SSD and the "please wait" screens). As for why did they do it - it's probably to 'simulate' the performance of the PS5 SSD, as DirectStorage and other alternatives on Windows are still not really functioning that well

Mrtnptrs (talkcontribs)

DirectStorage works well, just would require a major loading system overhaul, which the devs probably did not want to do. But that RAM-usage is increased during loading is normal, just meant during general gameplay, but could be that it tries to keep the whole stage into memory yeah, who knows

Sandemc (talkcontribs)

Wish we could go back to developers making massive dev commentaries on the development proccess explaining the difficulties and actual tech used

The RAM usage spike from loadscreen stays for the whole stage until the next load screens

Mrtnptrs (talkcontribs)

True, some devs do in some good GDC talks or own blog posts actually. But those are rare... :(

Sandemc (talkcontribs)

talking of dev talk - Psychonauts 2 devs, Double Fine, did a massive commentary on the development - it's literally the largest dev commentary to date, really curious to watch it later (psych-odyssey, can't link it)

Mrtnptrs (talkcontribs)

Yeah, actually saw that one, how they made the portals in UE4 was amazing haha

Sandemc (talkcontribs)

my request on the steam discussions seemed to work; though still unclear. If you also take the DF's video in account it seems to be both a cpu issue AND a ram issue. Decompression seems to be the main issue, which is affected by both low ram counts and weaker cpu's. Hm

Mrtnptrs (talkcontribs)

Yeah, game tries to seemingly stream in data and decompress it at the same time (according to DF) and all on he CPU, causing a huge CPU-bottleneck. They haven't said anything about RAM-issues, but from our conversation it indeed seems likely.

Sandemc (talkcontribs)

Yeah, I personally think they overlooked the ram situation, but who knows. As I just said I'm suspecting it's a both issue - if one can't compensate for the other, you likely get the 'please wait' screens

Mrtnptrs (talkcontribs)

I think the same here, that it is an issue on both sides.