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Baasha

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Discussion starter · #1 ·
Just got TLoU Part 1 on Steam and trying to play the dagnabbin game but it keeps crashing when loading shaders!

I can't even start the game and it just crashes to desktop with no error message (other than asking me to report the error to Naughty Dog).

Tried verifying the integrity of files, restarting PC, turned off all GPU OC (i.e. running at stock) but nothing seems to work. Keeps crashing and can't start.

HELP!?!
 
Yea, lots of people are having issues. The game is a buggy mess. Best to just wait for a few patches before trying to play it.
 
Loaders are quite fun to watch as they are parsed lol. What was that? 8, 9 minutes? Exceeded CBr23 in CPU temps too at the start of the loading process.

I've only played for about 30 minutes but it seems to be working okay thus far. One thing you can try if you have not done so is to use the latest DLSS version. I'm doing so but have no clue if it is affecting the frequent mention of PC user game crashes. I've played another hour or so with zero issues.

Alternately, you could try this, which recommends disabling DLSS among other tweaks like reducing field of view/etc. In the below capture I'm using DLSS "Quality" as well as increasing field of view so YMMV...

Here is the first hour or so of my first gameplay:


~s
 
The game runs just fine on 13900K + 4090 if your PC is truly stable.

The previous Naughty Dog games like Uncharted have the same shaders size around 5-7GB on C drive. I guess this time it just rushed the rendering a little bit then it really shows the majority of PC users with unstable OCs.
 
The game runs just fine on 13900K + 4090 if your PC is truly stable.

The previous Naughty Dog games like Uncharted have the same shaders size around 5-7GB on C drive. I guess this time it just rushed the rendering a little bit then it really shows the majority of PC users with unstable OCs.
And if people aren't overclocked? You are painting with a very broad brush. A single game showing instability when everything else is fine is indicative of nothing except regarding that game. There are far too many other variables, even on systems which are supposedly identical different driver versions, monitoring programs etc.
 
60fps at ultra I'm getting most of the time on a 5700XT + 3600, definitely some sections where it'll randomly dip though. Moving my page file to another drive helped immensely with the shade cache.
Odd that it crashed for you though, is your CPU stable?

The game has a bunch of issues once you get past the shader cache...The latest update should help a bit with those other issues.
 
And if people aren't overclocked? You are painting with a very broad brush. A single game showing instability when everything else is fine is indicative of nothing except regarding that game. There are far too many other variables, even on systems which are supposedly identical different driver versions, monitoring programs etc.
The game can pull 300W in 13900K when rendering shaders. It's a CPU stability test in terms of clocks and heat even if the motherboard is using default settings without OC. It just shows the majority PCs cannot handle this kind of rendering due to either insufficient voltage or insufficient cooling. And the most used GPU is GTX 1650 on steam. It adds complications further.
 
What's the alleyway look like for peeps at the start? Digital Foundry saw 100% CPU use on a Ryzen, I'm seeing 67% but I'm on Ultra 3440x1440 DLSS Quality:

Image
 
Discussion starter · #13 ·
well it started working randomly and loaded the shaders fine. Have been playing a LOT (13 hours in so far) and LOVE the game. It is easily one of the best looking games ever (w/ Ray Tracing etc.).

Playing on the Z690 rig w/ 13900KS & 4090 FE OC'd. Thing is an absolute monster (w/o DLSS) maxed out at 4K w/ HDR.
 
The fidelity level on this game is the next-gen. So far it has the most realistic graphics.

4090 barely run 8K due to insufficient 24GB VRAM. It should be at least 32GB to load this game at native 8K plus TAAU. Once the vram is maxed out the game will purge the loads from dedicated GPU VRAM into the OS DRAM, then you find out it needs 64GB DRAM to go through the purge smoothly.

32GB DRAM will be outdated soon on high fidelity games.
 
The game runs just fine on 13900K + 4090 if your PC is truly stable.

The previous Naughty Dog games like Uncharted have the same shaders size around 5-7GB on C drive. I guess this time it just rushed the rendering a little bit then it really shows the majority of PC users with unstable OCs.
My PC is stable and I'm having CTD issue as with majority of people. And yes if your PC is not truly stable you may also have crashes on specific type of apps if not all, that's another thing.

This game utilizes so much vram which GPUS that couldn't hold will crash like 3070Ti in my case. In your case you have plenty of vram on that 4090.

Anyways Nvidia released a hotfix driver for this specific issue and game devs also must release patch for this as its not acceptable; you can have fps drops due to insufficient vram but you shouldn't have crash to desktop problem.

edit: dont forget to increase your pagefile by hand..
 
My PC is stable and I'm having CTD issue as with majority of people. And yes if your PC is not truly stable you may also have crashes on specific type of apps if not all, that's another thing.

This game utilizes so much vram which GPUS that couldn't hold will crash like 3070Ti in my case. In your case you have plenty of vram on that 4090.

Anyways Nvidia released a hotfix driver for this specific issue and game devs also must release patch for this as its not acceptable; you can have fps drops due to insufficient vram but you shouldn't have crash to desktop problem.

edit: dont forget to increase your pagefile by hand..
When the GPU runs out VRAM anyway like 8K then the last thing you want to do is letting the game use pagefile on the hard drive.

It's already bad enough when the game starts to purge the load from GDDR6X to the DRAM that's already thousands of times slower. The stutter happens during the purge. The game will bascially freeze if the loads from DRAM is further purged into pagefile.

You actually need to disable pagefile to run it raw 64GB and above to handle the purge process "smoothly" with moderate stuttering or the game will runs 1-2fps instead of stuttering.
 
When the GPU runs out VRAM anyway like 8K then the last thing you want to do is letting the game use pagefile on the hard drive.

It's already bad enough when the game starts to purge the load from GDDR6X to the DRAM that's already thousands of times slower. The stutter happens during the purge. The game will bascially freeze if the loads from DRAM is further purged into pagefile.

You actually need to disable pagefile to run it raw 64GB and above to handle the purge process "smoothly" with moderate stuttering or the game will runs 1-2fps instead of stuttering.
Apps/games almost always make use of virtual memory (system commit) in the background, so disabling it or reducing it will not "smooth" things out, on the contrary, you will crash. It's a misinformation and nonsense thing like checking all the cpu cores in msconfig to speed the pc up.

Also, you cannot force apps/games to use your all physical RAM. There was a registry setting which snake-oil guys spread it to the internet stating does that.. but no it just doesn't work like that.

All in all, don't disable the page file, and games like this one which is bugged from the start by just being a bad PC port are prone to these errors and yet there's only so much you can do, so devs should fix this in the end.

note: on the release day, it was just crashing within few mins everytime... increasing page file from managed settings made it longer to crash and it was the same performance before/after. now after game and nvidia patch, its not crashing after playing for 1 hour. same in-game settings.

edit: my opinion is, game doesn't move texture files back and forth between commit file, system ram. it just needs more commit file available as minimum. of course there's a bit of micro-stuttering when new textures loads to vram from system ram, but it would be much worse if it gets it from commit file (nvme drive), and apperantly it doesnt.
 
Apps/games almost always make use of virtual memory (system commit) in the background, so disabling it or reducing it will not "smooth" things out, on the contrary, you will crash. It's a misinformation and nonsense thing like checking all the cpu cores in msconfig to speed the pc up.

Also, you cannot force apps/games to use your all physical RAM. There was a registry setting which snake-oil guys spread it to the internet stating does that.. but no it just doesn't work like that.

All in all, don't disable the page file, and games like this one which is bugged from the start by just being a bad PC port are prone to these errors and yet there's only so much you can do, so devs should fix this in the end.

note: on the release day, it was just crashing within few mins everytime... increasing page file from managed settings made it longer to crash and it was the same performance before/after. now after game and nvidia patch, its not crashing after playing for 1 hour. same in-game settings.

edit: my opinion is, game doesn't move texture files back and forth between commit file, system ram. it just needs more commit file available as minimum. of course there's a bit of micro-stuttering when new textures loads to vram from system ram, but it would be much worse if it gets it from commit file (nvme drive), and apperantly it doesnt.
So it seems like you've been running the Last of Us at 8K more than I do. It's you have CTD due to insufficient memory of both VRAM and DRAM.

I don't have crash as I have different sets of DRAM from 32GB to 64GB to128GB. I know your game will crash with only 32GB DRAM with no pagefile. It means the DRAM is simply not enough. This is why you need pagefile to do the trick. But pagefile introduces way more stutter to the game. This is also why I said it needs 64GB and above to handle the purge process.

And the game will still have more stutter with pagefile enabled even at 64GB. This is why I said to run the game smoothly it needs pagefile disabled under the condition that your RAM is 64+GB. I don't say you need to disable pagefile with only 16GB or only 32GB.

And the game is not a bad port. It works exactly like it should be as it's resource intensive. It needs a bit lift from new hardware and that's all.

edit: my opinion is, game doesn't move texture files back and forth between commit file, system ram. it just needs more commit file available as minimum. of course there's a bit of micro-stuttering when new textures loads to vram from system ram, but it would be much worse if it gets it from commit file (nvme drive), and apperantly it doesnt.
It has nothing to do with move texture files back and forth. The game doesn't work like this lol.

On the contrary, this game simply keeps loading new heavy textures from each scene to hit the VRAM enough to do the purge into the DRAM. It's simply VRAM heavy so it needs DRAM to do the extra work.
 
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