The Last Of Us Part II Ps5 : Details You Need to Know Right Now!

11 months after the epic sequel from Naughty Dog was released on PS4 and Pro, The Last of Us Part 2 has finally received its long-awaited PlayStation 5 upgrade. It is a free upgrade that comes in the form of a 299MB patch (version 1.08), which instantly updates the PlayStation 4 version of the game and allows PS5 owners to play the game at 60 frames per second. For the past week, we’ve received the patch, which has allowed us to thoroughly test and retest the entire game.

It’s a fascinating release because The Last of Us Part 2 is one of the most technically challenging games available for the PlayStation 4. We questioned how well this kind of performance patch would function in a game with such a demanding technical setup. No matter how you feel about the game, it is a spectacular technical feat that flirts with the boundaries of its original platform. In order to produce the game’s dazzling visuals, capping at 30 frames per second was necessary. With this in mind, we were interested to test how it would perform on the PS5 without the frame-rate restriction. Can the PS5 actually lock to 60 frames per second?

Read More

Looking at this update shows how the market has changed from the previous generation. The Last of Us was significantly reworked by Naughty Dog for the Gen 8 console because there is no way for PlayStation 3 titles to run on PS4 and the company used the opportunity to set the technical groundwork for its new engine. Thirteen months after its initial release, The Last of Us Remastered made its debut, largely bringing improvements in frame rate and quality. The roles are reversed after a generation. Frame-rate was essentially the only significant improvement left, short of a complete engine overhaul, because additional resolution had already been supplied by Sony’s mid-generation system refresh, the PlayStation 4 Pro.

What Naughty Dog has produced is an upgrade that follows the guidelines set with previous first-party PS5 patches because this isn’t a full re-release or remaster. The PlayStation 4 Pro visual feature set was delivered in God of War, Ratchet and Clank, Ghost of Tsushima, and Days Gone, but with the frame rate enabled, enabling 60 frames per second gaming. This means that the game is still a 2560×1440 game that still looks the part thanks to its temporal anti-aliasing technique, while all other visual details remain identical to the Pro offering. To be clear, all other settings related to the game’s visuals, including resolution, remain exactly as they were on the Pro. While 60 frames per second are now the PS5 default, a new menu option enables users to switch back to 30 frames per second if they want. This is the only minor difference in comparison to the other updates.

Let’s just say that there’s not much to worry about in terms of how close the PlayStation 5 comes to a locked 60 frames per second. Similar to other first-party games running in “back compact plus,” PS5 can frequently outperform PS4 Pro in terms of performance, not just by double it. Scenes with a lot of water may not run at 30 frames per second, as seen when TLOU2 was operating on Pro. Even though the dips didn’t stay long and weren’t particularly obvious, they existed nonetheless. It implies that Naughty Dog pushed itself to the maximum in several areas, occasionally falling short of its performance goals.

All of the same sections now operate flawlessly locked at 60 frames per second on PlayStation 5 without even the tiniest hint of any issues. And it is logical. The PS5 has the same number of processing units as the PS4 Pro and has the option to switch back to GCN emulation, essentially removing RDNA2’s architectural advantages. When the GPU is operating at full capacity, PS5 produces over 2.5 times the computing power. Based on the results seen here and in other Sony first-party back-compact plus titles, this is paired with somewhat more than twice the memory bandwidth, and the overall effect is a discernible improvement in the performance of more than two times.

Just to be safe, I sampled a scene with a lot of opponents and alpha effects. It was previously running at a stable 30 frames per second on the PS4 Pro, but the requirements are a little different now. The end result is the same, but perhaps more of a memory bandwidth test than a straightforward computation challenge: a solid 60 frames per second lock on the PlayStation 5. In reality, I recorded nearly eight hours of video on my PS5 during the course of the game. It always managed to hit the mark, regardless of how complicated the scene was, with one exception.

View the screenshot that follows. A decrease in performance experienced on PlayStation 4 Pro also manages to cause a little, but persistent frame rate reduction on PlayStation 5. This battle sequence is situated on top of an abandoned tower, in a single area, and involves adversaries. I could only locate one instance of a performance hiccup on the PS5. Because it’s not quite clear what’s happening, it’s a little perplexing. This is a cool moment, although it’s neither as graphically demanding nor as expansive as many other game locations. There is only this clouded-over construction site. This is merely an academic discovery since it appears to be the only sequence that stubbornly deviates from 60 frames per second, and even then, it only happens in that particular spot.

Now that it’s stable, how does the patch for 60 frames per second make things better? The transition from 30 frames per second to 60 frames per second is generally considered to be transformative, and in terms of play, that holds true for The Last of Us Part 2 as well, regardless of whether we’re talking about back compatibility plus patch upgrades, system-level interventions like FPS Boost, or straight out ports from the previous generation to the current. For instance, I discovered that general targeting was significantly more sensitive. At 30 frames per second by default, the game feels a little heavy, but it is now really quick. My only complaint, which is small in the larger scheme of things, is that it appears that the shutter speed for motion blur hasn’t been increased for the higher frame rate, which results in a loss of some of the cinematic flare you get at 30 frames per second. A shutter speed slider could have been added to the options menu, which would have worked for all game versions and allowed both fans and detractors of motion blur to pick a setting that they liked.

loading occasions? They have been upgraded to some amount, but the bump is so minimal that it is clear that this is a backward-compatible release rather than a native PlayStation 5 program. The Last of Us Part 2 is essentially a smooth experience while playing, streaming in the background without any breaks for loading. Initial loads, however, cannot be concealed. In this example, a 91-second delay on a PS4 Pro is reduced to 43 seconds on a PS5, which is near twice as quick. Although it’s good to see an increase, the code does not allow access to PS5’s lower-level storage APIs, which are where the SSD performs at its peak.

Its arrival has allowed me to go back and appreciate what Naughty Dog accomplished technically and to share those insights with you in the video above. While the loading aspect isn’t precisely a game-changer, the performance gain unquestionably is. You see, Naughty Dog was wary about spoilers before the game’s release, and review embargoes had restrictions on the information we could discuss. There were many interesting and stunning sequences that we were unable to discuss. Now that we are able to do so, along with testing the PS5 patch, today’s coverage somewhat concludes our initial technical study. The Last of Us Part 2 runs more smoothly than ever thanks to the PS5 upgrade, and I liked playing it again. A frame-rate improvement is always a good thing, and the Naughty Dog game looks and feels better than ever.

This is all about The Last Of Us Part II Ps5, for more informative content visit techballad.com

About Mark B

Hey Folks! This is Mark and i work as a Content Writer for Techballad. I am flexible to work on different niches. I've got s 3 years experience of Content writing and i aspire to make my future in the same.
View all posts by Mark B →