The Last of Us Part I PC v1.0.5.0 Patch Notes & Update Now Available

The Last of Us Part I PC version gets a new patch that brings performance improvements, reduced shader building times, and more.
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The Last of Us Part I has received a new update, patch v1.0.5.0, which is now available for download. This update primarily focuses on performance improvements, reduced shader building times, and enhanced texture fidelity on Low and Medium presets. Players should note that downloading this patch will trigger a full shader rebuild.

To ensure optimal improvements, gamers are advised to update their respective drivers to the most recent versions. As of the time these notes were published, the latest versions are AMD Software Adrenalin Edition 23.4.3 and NVIDIA GeForce Game Ready Driver 531.79. The AMD update includes a fix for “longer than expected shader compilation time” in The Last of Us Part I.

Key improvements introduced by the v1.0.5.0 patch include reduced shader building times, optimized code for global CPU performance, and optimized content to enhance performance across several levels. Level loading has also been improved to help reduce ‘Please Wait’ and loading screens.

The update adds a new Effects Density setting, adjusting the density and number of non-critical visual effects (found in Options > Graphics). Crowd sizes have been increased on Low and Medium Ambient Character Density settings, with the addition of a Very Low option (Options > Graphics).

Additional scalability tuning has been implemented for Low and Medium in-game Graphics settings. The VRAM impact of texture quality settings has been reduced, allowing most players to increase their texture quality settings or experience improved performance with their current settings.

The patch fixes several crash issues, including crashes on boot on Windows 11, crashes on Intel Arc, and crashes when starting a New Game in Left Behind prior to the completion of shader building. Other fixes include addressing an issue where pointing the camera at the floor while aiming would cause the player and camera to visually stutter, and correcting Sniping Sensitivity settings not applying to all scoped weapons.

The update also fixes an issue where players could not click on ‘Jump To Unbound’ when prompted in the custom controls settings (Options > Controls > Input > Customize Controls) and resolves an issue where changing Graphics settings (Options > Graphics > Graphics Preset) during gameplay wouldn’t restart the player at the correct checkpoint. Additionally, the patch addresses a problem where adjustments to Lens Flare (Options > Graphics > Visual Effects Settings > Lens Flare) were not applied.

Specific in-game issues have also been fixed, such as an issue in Pittsburgh where players may consistently fall out-of-world when restarting at the checkpoint in the bookstore, and a soft lock issue in Left Behind when jumping into the electrified water. AMD-specific improvements to load times have been implemented, and a problem where shaders may take an abnormally long time to load has been resolved.

Here’s the full list of patch notes from the developers:

  • Reduced shader building times
  • Optimized code to improve global CPU performance
  • Optimized content to improve performance across several levels
  • Improved level loading to help reduce the amount of ‘Please Wait’ and loading screens
  • Added a new Effects Density setting, which adjusts the density and number of non-critical visual effects (Options > Graphics)
  • Increased crowd sizes on Low and Medium Ambient Character Density settings and added a Very Low option (Options > Graphics)
  • Implemented additional scalability tuning for Low and Medium in-game Graphics settings
  • Reduced the VRAM impact of texture quality settings, allowing most players to increase their texture quality settings or experience improved performance with their current settings
  • Fixed a crash that would occur on boot on Windows 11
  • Fixed a crash that could occur on Intel Arc
  • Fixed a crash that may occur when starting a New Game in Left Behind prior to the completion of shader building
  • Corrected an issue where pointing the camera at the floor while aiming would cause the player and camera to visually stutter
  • Fixed an issue where Sniping Sensitivity settings were not applying to all scoped weapons. Additionally, Sniping Sensitivity has been renamed to Scoped Sensitivity (Options > Controls > Mouse Camera Sensitivity)
  • Fixed an issue where players could not click on ‘Jump To Unbound’ when prompted in the custom controls settings (Options > Controls > Input > Customize Controls)
  • Fixed an issue where changing Graphics settings (Options > Graphics > Graphics Preset) during gameplay wouldn’t restart the player at the correct checkpoint
  • Fixed an issue where adjustments to Lens Flare (Options > Graphics > Visual Effects Settings > Lens Flare) were not not applied
  • [Pittsburgh] Fixed an issue where players may consistently fall out-of-world when restarting at the checkpoint in the bookstore
  • [Left Behind] Fixed an issue where players may get soft locked when jumping into the electrified water

AMD-Specific

  • Implemented improvements to load times
  • Fixed an issue where shaders may take an abnormally long time to load
Shaun Savage

Shaun Savage

Shaun Savage is the founder and editor-in-chief of Try Hard Guides. He has been covering and writing about video games for over 9 years. He is a 2013 graduate of the Academy of Art University with an A.A. in Web Design and New Media. In his off-time, he enjoys playing video games, watching bad movies, and spending time with his family.

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