Diablo 4: ‘No Plans’ for Map Overlay at Launch as Blizzard’s RPG Goes Gold

Diablo 4 has gone gold, but there are currently no plans for a quality-of-life feature that’s been a series staple. On Twitter, the official Diablo account confirmed that the game has gone gold ahead of its June 6 release date.

However, it seems the launch of Diablo 4 won’t include a fan-favorite feature that makes exploring more convenient: An overlay map. When asked on Twitter if a TAB overlay map will eventually get added to Diablo 4, Diablo general manager Rod Fergusson simply replied, “No plans at the moment.”

Overlay maps allow players to look at the map while still maintaining control of their character. They’re perfect for a top-down multiplayer game like Diablo where you’ll likely want to examine your surroundings without pausing the game entirely.

It seems that the developers at Blizzard want players to instead focus on the world they’ve created, rather than just constantly following icons on a map. With the absence of an overlay map, Diablo 4 players will have to adjust to using the minimap or pausing to view the entire map.

Fan reactions from Fergusson’s announcement have been mixed, with one Twitter user saying the overlay map, “used to be the default ideal way to play and brought a decent amount of clutter as a result. No harm in trying new things!”

But many fans are resistant to the change, with one reply saying, “This should definitely be an option. A minimap in the corner isn’t sufficient and opening your map constantly while moving is a hassle.”

It’s entirely possible Blizzard could eventually implement an overlay map If the demand for the feature is strong enough. Blizzard has already made a ton of changes to Diablo 4 based on fan feedback from the game’s betas. We also know Blizzard will be working on this game for quite some time, as the developer recently detailed its battle pass plans.

For more on Diablo 4, check out our Diablo 4 review in progress that includes our updated beta impressions. And, check out seven things we’d like to see return in Diablo 4.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over seven years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Random: Sega And Uncanny Brands Team Up To Reveal A Sonic Waffle Maker

Available as a prize at Dave and Buster’s.

We love weird video game related accessories and appliances – frankly, the weirder the better. The latest effort from Sega and Uncanny Brands is surely one of the best we’ve seen in quite some time – a Sonic the Hedgehog waffle maker.

Yes, available now as a prize option at Dave and Buster’s, the waffle maker features a bright graphic on the outside along with a highly detailed plate to ensure Sonic is firmly imprinted on all of your delicious waffles. Yum.

Read the full article on nintendolife.com

Harry Potter: Quidditch Champions Announced, Testing Signups Now Open

Warner Bros. Games has announced a “standalone Quidditch experience” called Harry Potter: Quidditch Champions, and playtest signups are now open.

According to the game’s FAQ page, Quidditch Champions is will allow players to partake in the Wizarding World’s iconic sport and “other broomstick adventures alongside friends in a competitive, multiplayer setting.” Playing the game requires constant internet connection, hence Warner Bros. Games is holding a limited playtest for people to try out the new Harry Potter title.

During the playtest, you can either play the game by yourself or you can team up with friends and other people online. You’ll also be able to create and customize your character to your liking.

Quidditch Champions has been in development for several years at Unbroken Studios, which is also lending a hand in developing Suicide Squad: Kill the Justice League. Warner Bros. Games released the following statement about Quidditch Champions’ connection to the Harry Potter franchise alongside Portkey Games, which is publishing the game:

“While Portkey Games are not direct adaptations of the books and films, the games are firmly rooted in the magical universe of the Wizarding World. While remaining true to J.K. Rowling’s original vision, Portkey game developers chart new territory by creating fresh ways for fans to immerse themselves in the Wizarding World.”

The announcement of Quidditch Champions comes on the heels of the release of Hogwarts Legacy for PS5, Xbox Series X/S, and PC, which sold over 12 million copies two weeks after its launch in February despite controversy surrounding the Harry Potter author. The game will release on PS4 and Xbox One on May 5, while the Nintendo Switch version comes out July 25.

You can sign up for the playtest on the official Quidditch Champions website if you wish to get a first look. To learn more about the game, join the game’s Discord server. The playtest will run on April 21-22.

Cristina Alexander is a freelance writer for IGN. She has contributed her work to various publications, including Digital Trends, TheGamer, Twinfinite, Mega Visions, and The Escapist. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.

Wuthering Waves Brings Blistering Action to a Dreamlike, Violent World?

Wuthering Waves is a multi-platform free-to-play action RPG by Kuro Game. Wuthering Waves emphasizes freedom and exploration in its fast-paced Player-versus-Enemy (PvE) combat. If you’re a fan of free-to-play games that offer deep gameplay mechanics, you should keep an eye on Wuthering Waves’ upcoming closed beta.

A Story of Catastrophe and Recovery (and Catastrophe)

The world of Wuthering Waves was bombarded by an apocalyptic event called the “Calament” over a century ago. Strange beings arrived and sowed havoc and violence across the lands, leaving the dregs of civilization to tremble on the edge of annihilation.

But peace was forged between the surviving peoples, all of whom pitched in to rebuild cities, homes, and factories from the ruins left behind by the violent invasion. There’s a dreamlike serenity hovering over Wuthering Waves, but it’s deceptive; some unnamed threat still lurks in the shadows. Your sudden, mysterious arrival to the land where you’re only known as “Rover” inexplicably lines up with the growing unease. Expect the Resonators of Wuthering Waves to keep a close eye on you–but the upside is they’ll stay close by your side and watch your back as you fight a host of strange, twisted monsters.

Easy to Play, Easy to Look At

Wuthering Waves‘ graphics aren’t yet developed fully, but already feature large cities and settlements nestled amongst overgrown structures and towering, lush hills and mountains. Both characters and enemies alike are animated while in combat, with dashes, hits, and dodges all showing off as many details as possible while each one dives in and out of each other’s attacks.

Wuthering Waves is a full-bodied RPG that emphasizes interaction in the world. Additionally, you and your Rover will have several battle styles at your disposal via the varied Resonators. With plenty of skills to learn and weapons to master, gameplay might sound intimidating but

Wuthering Waves‘ onboarding process is engineered to make newcomers comfortable. This is good news if you’re rusty at action RPGs because you shouldn’t have trouble finding your footing. If you’re an old hand at action RPGs however, there are plenty of fierce opponents and meaty quests for you to seek out in Wuthering Waves‘ wide world.

Running Up that Hill

Thankfully, cliff faces and heights aren’t blockades or mere hazards in Wuthering Waves. You can scramble up a sheer rock wall by simply running up it–provided your stores of stamina will hold instead of sending you tumbling back to the ground for another try. Climbing these hazardous sentinels is worth it when you’re rewarded with the view of the landscape, not to mention a perfect jumping-off point for your glider.

Exploring and fighting occasionally rewards you with Echoes, spirits of felled monsters that can be summoned to aid in battle or exploration. Mixing-and-matching these monster skills adds new layers to Wuthering Winds‘ combat. Plus, chasing after monsters for collection purposes is always a draw!

Closed Beta

If sprinting directly up cliff faces after executing big sword combos sounds like your kind of fun, sign up for the closed beta test of Wuthering Waves that starts on April 25. Wuthering Waves is slated for PC and mobile, and multi-platform testing will be conducted during the beta.

The first CRPG is a min-maxing hell you can – and should – break

1979’s Akalabeth: World Of Doom, eventually renamed Ultima 0, is the first commercial game by Richard Garriott (himself aka’d Lord British), and one of the very first roleplaying video games to enter the market. It’s also a precursor to Garriott’s Ultima series, introducing many elements that formed the core of the following games. But everything that Akalabeth invented would eventually be abandoned, first by its sequels and then the entire RPG genre.

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Feature: Which Zelda Game Has The Best Ganondorf? Every Design Ranked By You

From Ganondorf to Ganondoof.

We’ve all had the weekend to sit and stew over the final pre-launch trailer for The Legend of Zelda: Tears of the Kingdom (meaning, watching it another 100+ times) and it is fair to say that we are pretty jazzed for this game now.

We’re excited to see the changes made to Breath of the Wild‘s Hyrule, Link’s new abilities, just what the heck is going on with the story, but most of all, we’re excited to see more of this new take on Ganondorf which, after being officially revealed last week, quickly got the internet a little, erm, hot under the collar.

Read the full article on nintendolife.com

Xbox Celebrates Earth Day with a Sustainability Update, Special Edition Products, and Events

Summary

  • In an effort to reduce waste, we have been introducing more recovered plastics to our portfolio, and most recently launched the Xbox Wireless Controller – Remix Special Edition made partly from reclaimed CDs, water jugs, and other controllers’ parts.
  • With new features and settings being added to your console, we are finding ways to reduce the carbon footprint of our business and our players.
  • Explore special edition Earth Day events and products.

Just days ahead of Earth Day, we wanted to take a moment to reflect on some of the work that we are doing to protect our planet and share opportunities for our community to celebrate alongside us.

At Microsoft, we have set the commitments to operate as a carbon negative, water positive and zero waste company by 2030.  Microsoft strives to empower the world to do more, and driving positive, transformational change requires thinking beyond traditional boundaries. Gaming provides an incredible platform to drive cultural change on a global scale and encourage players to explore, experiment, and connect with the world and with each other in new ways. Sustainability is a team sport—and we are excited to see how far we can go when everyone plays together.

An Update on our Sustainability Efforts

Last year, we shared an update on our sustainability efforts. Here is what we have been up to since:

Reducing Waste:

The Xbox Wireless Controller – Remix Special Edition takes us one step further in our journey towards our zero-waste commitment, featuring recovered plastics with one-third of it made from regrind and reclaimed materials. By incorporating regrind materials, post-consumer recycled resins, and including the Xbox Rechargeable Battery Pack – Xbox is exploring ways to use less new plastic and reduce waste.  Check out the unboxing video below to learn more!

More things we are doing to reduce the waste we create and use as a business, and help Microsoft achieve our goal of operating as a zero-waste business by 2030:

  • We are increasingly finding new opportunities to incorporate recovered plastics into our controllers.  We started with the Daystrike Camo and the Electric Volt controller and have been transitioning some of the controllers already in the market to contain more Post-Consumer Recycled resins (PCR), including our Shock Blue and Pulse Red controllers. Visit the Xbox Sustainability Hub to view a collection of controllers that contain 20% or more PCR content.
  • Xbox Design Lab, our controller customization platform, launched with 15 new colors that contain Post-Consumer Recycled plastic. Since then, we have transitioned most of the color options offered on the platform to contain PCR.
  • In the Nordic region (Norway, Sweden, Denmark and Finland), we partnered with retail partner Elkjøp to launch the Urban Miner campaign, where we invited all Nordic households to collect old electronics in their households and return them to an Elkjøp store for recycling. In return, the consumers received Minecoins for use on the Minecraft Marketplace. The campaign resulted in more than 11,000 items returned, representing approximately 17 tons of electronic waste.
  • Microsoft has eliminated the usage of polystyrene on new point-of-sale activation (POSA) cards (like gift cards) transitioning to paperboard across our partners. We have also changed the plastic bags in which we used to bundle our POSA cards to paper bands in most of our markets, which we expect will avoid the equivalent of over 2 million plastic bags over the next two fiscal years.  

Carbon Reduction:

At Game Developer Conference (GDC) this year, we announced that Xbox is the first console to release dedicated energy and carbon emissions measurement tools designed for (and with) game creators. Using these tools, studios and game developers have found opportunities through game design to lower their carbon emissions without impacting the player experience. To learn more about the Xbox sustainability toolkit, watch the video below!

At Xbox, we hold ourselves accountable to the emissions created by our products in our players’ homes—here are some additional things we are doing to reduce those emissions.

  • In January, we announced that Xbox is the first Carbon Aware console.  When your console is plugged in, connected to the Internet and regional carbon intensity data is available, Xbox will schedule game, app, and OS updates for your console at specific times during the nightly maintenance window that may result in lower carbon emissions because a higher proportion of electricity is coming from lower-carbon sources on the electric grid.
  • At the same time, we began experimenting with automatically updating consoles to the Shutdown (energy saving) power mode and are bringing these updates to more consoles throughout the year.
  • We also provided the “Active Hours” option for those that want to use the more energy intensive Sleep power option. This allows players to select the hours that they want to use Sleep mode features like remote wake. The console will fully shutdown outside of those hours (using up to 20x less power when turned off vs. Sleep). Players can select for their console to automatically schedule their active hours, to configure a manual schedule, or to keep their console always active.

Collective Action: 

We are always looking for opportunities to partner with players, industry partners and external organizations to make gaming a better industry for the environment. To learn more about these partnerships, watch the video below:

  • Minecraft Education and BBC Earth teamed up to create an exciting Frozen Planet II experience, with five Minecraft worlds inspired by the iconic series. Minecraft players can play as eight different animals, experiencing Earth’s cold habitats and learning about the impacts of climate change. Students in more than 110 countries have played the Frozen Planet II Minecraft worlds, and the maps have been downloaded by millions of players and are available in 29 languages, accompanied by educational resources for teachers and families.
  • Schools Reinventing Cities has been developed by Minecraft Education and C40 Cities to give students around the world the opportunity to design climate solutions for their city and present their ideas to city leaders. In city-wide challenges, students learn about climate action in cities. They then build their climate solutions in Minecraft Education, a game-based learning platform used by millions of teachers and students that inspires creative, inclusive learning through play.  
  • Last year, Xbox had the opportunity to educate a wide range of audiences through learning events like the United Nation’s 50th anniversary congress on sustainability, and directly to valued partners in bespoke workshop events with external industry players.
  • In May of 2022, for the first-ever time, we invited the public to experience a selection of the talks from Xfest 2022, one of which is ‘A Deeper Look at Gaming Sustainability and How Everyone Can Play Their Part’. This explores how game publishers can make an impact by integrating environmental themes in games, reducing emissions, and supporting the global environmental agenda in collaboration with Xbox.  
  • Xbox has continued our work as a founding member of the Playing for the Planet alliance. Playing for the Planet recently released the 2022 Annual Impact Report which reveals strong progress on decarbonization efforts across the industry.

Engage  

Learn About Ocean Conservation on Twitch this Earth Day with Xbox Plays and the Seattle Aquarium

Earth Day Image

Please join Team Xbox on our Twitch livestream channel on April 22nd at 8:00am Pacific Time as the team shares a behind the scenes tour of the Seattle Aquarium, a conservation organization working to regenerate the health of our one ocean. You’ll meet special guests like Barney the harbor seal, get an inside look at the Aquarium’s work to save endangered species, and see a demonstration of a remotely operated vehicle steered via Xbox controller that is being used to research the depths of Puget Sound. Marine conservationists and experts will join us live to answer your questions about the species you’ll find in the Sound and beyond, as well as the steps you can take to help protect our world’s one ocean.

New Xbox Gear products features recycled content as well, check out the latest collection featuring colors and topographical lines pulled straight from the Xbox Wireless Controller — Remix Special Edition

Earth Day Image

Check out the latest Xbox Gear featuring colors and topographical lines pulled straight from the Xbox Wireless Controller – Remix Special Edition. This collection features a selection of premium, ECOLIFE cotton garments. The garments are made of 50% recycled yarn and 50% BCI (Better Cotton Initiative– the world’s leading sustainability initiative for cotton). The raw materials are cut & sewn in Los Angeles, garment dyed to match the special edition Xbox controllers, printed with eco-friendly inks and packaged with biodegradable poly bags. These ECOLIFE cotton garments are available as a t-shirt, pullover hoodie and sweat shorts.

Gaming and Impact with Microsoft Rewards: World Wildlife Fund, Water.org, and The Nature Conservancy

Microsoft Rewards members in the United States can earn and donate points to support select environmental organizations with Xbox. The below organizations will be featured on console throughout April:

  • The Nature Conservancy – The Nature Conservancy is a global environmental nonprofit working to create a world where people and nature can thrive. Their mission is to conserve the lands and waters on which all life depends.
    • Additionally, for every two dollars that Microsoft Rewards donates in April, The Nature Conservancy will plant a tree as part of their Plant A Billion Trees programLearn more about this program here and plant your tree today!
  • Water.org – Every living thing requires water to survive and thrive. Yet 771 million people around the world don’t have access to safe water. Water.org is working to change this by empowering people living in poverty with lasting safe water solutions for their homes. Water.org is dedicated to increasing access to this critical resource that matters to our planet and everyone that lives on it.
  • World Wildlife Fund ​– As the world’s leading conservation organization, WWF works in nearly 100 countries. At every level, they collaborate with people around the world to develop and deliver innovative solutions that protect communities, wildlife, and the places in which they live. Their mission is to conserve nature and reduce the most pressing threats to the diversity of life on Earth.  

Xbox players can earn Microsoft Rewards points in various ways, such as playing or purchasing games after downloading the Microsoft Rewards app on Xbox. Earn points and redeem them for real rewards. Join us today and donate through Xbox

To learn more about our continued Sustainability Efforts at Xbox, visit the Xbox Sustainability Hub.

To explore more ways Microsoft is celebrating Earth Day, visit aka.ms/EarthDay.


Related:
Xbox Insiders – Thank you for your feedback – New Xbox Home Experience
How Immortals of Aveum Melds Modern With Magic to Forge a Unique New FPS
How Vampire Survivors Was Rebuilt for Xbox Without Players Even Noticing

Run Britain’s famous pasty shop in the new and improved free Greggs Simulator

When I think of quintessentially British games, a few highlights come to mind. Fable‘s fairytale world of stocky goblins and poverty-stricken orphans with Victorian-era voices is definitely very British, as is Banjo-Kazooie’s dry wit and sarcasm. A decent bucket of contenders, but the crown has to go to the Greggs Simulator, a free shop sim that tasks you with managing a Greggs pasty shop that’s a staple of every UK high street.

Read more

The Last of Us Part I – PC vs PS5 vs Steam Deck Performance Review

Naughty Dog has finally released The Last of Us Part I onto PC. The launch did not go without a hitch, but is this really as bad of a port as the internet would lead you to believe?

Crashing onto PC

Context first: the game & engine were designed around the unique architecture of the PlayStation 3, a powerful yet complex piece of hardware with unique requirements. Although it was ported to the PS4, the core engine underneath was a modified version of that same PS3 design, based on mass Asynchronous work. Even Naughty Dog itself had severe issues getting the game to run at 60fps, which required maximizing the CPU and GPU with a triple buffered rendering pipeline, and suffice it to say that porting to PC is an even greater challenge than that PS4 port.

Many of the problems at launch would cause crashes – often. I counted 12 separate crashes from starting the game until meeting Ellie, and this was on an AMD GPU which, unsurprisingly, this game favors. Nvidia players had it worse, or at least based on my testing with an RTX 2070. The main cause stems from memory limitations as you exceed the VRAM requirements, which then bleeds out into the shared graphics memory within your system RAM, causing hard page faults, reduced performance, and increased CPU demands alongside other memory related issues. This effectively leads to the modern day equivalent of the BSOD (Blue Screen Of Death), killing the executable mid execution.

The Good, the Bad and the Demanding

The options Menu is exceptional, offering a clear breakdown of each setting from a dynamic visual perspective, demonstrating what the setting will change and/or a clear split of the impact on CPU, GPU and VRAM. As we get further into the performance section, keep in mind that the PS5 relies on a key architectural element: shared pools of data between the CPU and GPU, which is highlighted as a moving bar that shows the impact on VRAM when you draw close. This is a key differentiator and challenge for PCs, which also rely on system RAM. The game reserves approximately 20% of total VRAM space, which is a standard requirement for all games, as some space is needed for OS and driver operations in addition to the game’s demands. The visual settings offered by this game far exceed those of most PC games, with features such as reflection resolution, frustum range, raymarch range, and animation quality.

If you have the hardware, a PC can scale above the PS5, but it’s a big if.

The visual quality and presentation of the game is also up with the best of this generation, and if you have the hardware, a PC can scale above the PS5. Visual clarity, effect quality, and even framerate can all exceed the PS5, but it’s a big if – and not just the GPU. This is a very data-driven, dynamic engine and game, and this can affect demands across your entire build, with the CPU likely the most obvious wall that you hit, closely followed by VRAM and then system RAM.

The scalability within the engine means you can achieve a locked 60fps, and even higher on a range of hardware, even scaling down to the Steam Deck and my older RX 580 GPU. So the options all allow a broad spectrum of hardware, well below and above the PS5, to run the game at 30+fps frame-rates. This is bolstered further with both FSR2 and DLSS offering increased visual and performance choices across a huge swath of GPUs, and even at 1080p both solutions offer better image quality, by and large, over the native choice on PC. This is something the PS5 does not have, as it uses native 1440p or 4K rendering in both of its modes.

While the game unfortunately launched with some major issues that negatively impacted its reception, many of those issues have since been alleviated via patches. Most of this analysis is based on the second of those two updates, Ver1.0.1.6, which resolved many of the most egregious problems. We did test Ver1.0.1.7 just as this review was complete, which mainly improved some UI/UX bugs, alongside an Nvidia Hotfix driver to resolve crashes on RTX 3000 cards, and performance and visual quality is unchanged since patch 1.0.1.6. The biggest issue at launch was crashing, and this is now resolved for AMD and Nvidia players for the most part, so long as you remain within your VRAM memory limits based on the menu UI bar. Nvidia does still present more bugs than AMD players, which highlights the split quality that each GPU player will get. By and large, even on my RX 580 GPU, the game scales well, has very minimal visual bugs, and runs well within the expectation of the hardware (CPU and RAM notwithstanding).

Losing My Memory

As you increase resolution, all other aspects scale accordingly, which can have an extreme impact on performance. The PS5 shows this, with it likely being GPU-bound most often in its 4K Fidelity mode when unlocked to 40fps+. The same is true on all my GPUs here with the RX 6800 at 4K FSR2 Quality Ultra settings running between 40 and 60fps. You can reduce CPU cost by reducing animation quality, object detail, shadow cascade and real time reflections to Medium or Low. On this machine at 4K FSR2 Quality, we are fully GPU-bound and struggling to stay north of 50fps in action. Dropping resolution by 30% to 1800p, still using FSR2, we now shift to the CPU being the bottleneck, but we gain 25% higher performance. With my Zen 3 5600X CPU becoming the main anchor once we reach around 75-85 fps, similar to the PS5 in unlocked performance mode. The parallelism within the engine I mentioned at the start is incredible, being one of the best I have tested, though I am not sure it would scale so well over 16 threads and beyond.

Most of the bugs doing the rounds are a result of simply exceeding the limits of your VRAM.

Most of the bugs doing the rounds, and even ones I have had, are a result of simply exceeding the limits of your VRAM, causing page faults along with the API and driver changes. This can result in missing textures, assets, and other data-related problems. The engine uses a deferred render pass with a fat G-buffer and uber shader for all materials, decals and more. Meaning on PC the distance to the data, through the PICe channels, split pools of Ram, DX12 API, split vendors, add up to a ton of complexity mirroring some of the visual bugs we saw in the early Spiderman and Uncharted review code. This is an area the team needs to and I am sure will be working to improve. But a brand new memory management and data allocation code for PC will take time, as Nixxes did for its Spider-Man port on PC. As such the solution now is to lower the Memory requirements and resolution to mitigate these high demands. That said, don’t expect your 8GB GPU to run the same textures and quality as the 16GB PS5, as memory allocations will always be higher on PC than console. Simply put you cannot fit 10 gallons of water into a five gallon tank.

Scalability & Performance

High End Machine

The RX 6800 can exceed the PS5, with better-than-PS5 fidelity mode at Ultra settings, but these are minor. Volumetrics, image sharpness and texture details can see clear but small increases over the PS5. But, the game does not scale significantly, visually, beyond the PS5 version. The 16GB of VRAM my RX 6800 has is needed here though, with a 12GB card likely being worse than the PS5, and backs up what we have stated here for a while. 16GB of VRAM is going to be required to match or exceed the PS5 this generation and The Last of Us only reinforces that. We have seen these demands grow in recent games such as Uncharted, Spider-Man and even Forspoken.

What about performance then? Using my RX 6800 paired with 32GBs of DDR4-3600 RAM and a Zen 3 5600X at 4.8Ghz, setting the game at 3840x2160P using FSR2 Quality at Ultra settings, the PC cannot lock to 60fps but it can flip flop between GPU-, data-, and CPU-bound, meaning a faster GPU and/or CPU would likely get us to a locked 60fps and beyond. But that would require top-end hardware that I do not have to test. As such, I recommend dropping to the High preset (including textures) at 1800P FSR2 Quality. We can then cap the game at 60fps if needed and gain as close to a lock on that throughout play with better image quality and similar performance over the PS5 in its Performance mode. Both machines will be CPU/Data-bound at this point, which really shows how well balanced the engine is for CPU/GPU targets.

Medium Range Machine(s)

My overclocked RTX 2070, with 32GBs of DDR4-2666 with a Zen 2700X at 3.8Ghz, cannot achieve 1800p, even using DLSS, without dropping textures to medium, which degrades image quality severely. The best choice is to run 1440p via DLSS Quality with a mixture of High and Medium settings, but setting environment or character textures to High and FX and minor objects to Medium/Low. This manages to stay within the 8GB VRAM space and reduce if not stop crashes and bugs, as these are caused or exacerbated by running out of heap space. Using these recommended settings for machines around this specification you can achieve a variable 40-60fps at lower than PS5 Performance image quality and frame-rates, but still good enough to cap at 40fps. We can and do become more CPU-bound at these settings on this Zen 2700X but tests in fully GPU-bound moments set expectations once further patches reduce the CPU/RAM cost.

My RX 580 8GB GPU (other machine specs the same as my RX 6800 test) still runs the game well, achieving a variable 60fps with High textures on characters and environments, and others a mix of Medium and High. The big reduction here is resolution, relying on FSR2 at its Quality preset at 1080p presents a better image than native 1080p due to increased sharpening and temporal reconstruction, though shadows and reflections can show more dithering due to this. The overall image quality is better and you gain approximately 20% better performance over native 1080p. Once you remain within these VRAM limits and settings the image quality is very good, with sharp, detailed textures in most areas – but still expect some low quality and sub-60fps gameplay due to the GPU limits on such a machine. Still, this is a more than viable way to play the game at a capped 30 or 40fps rate.

Low End & Portable

Bringing up the lowest rung is the Steam Deck. The engine can scale, and I am sure the team has a focus on getting the game certified for Steam Deck, which it currently is not, but right now even if we drop to the lowest settings, 800P FSR2, we cannot lock to a stable performance level, even 30fps. The same issues covered above impact the Steam Deck, particularly CPU load. During gameplay, you may experience 100ms stutters that can become fully memory bound, causing 50ms limits per frame.

This issue can also occur on the RX 580 in certain sections of the game, which may be due to a bug within the engine. The engine uses many sector points to load in enemies, assets, set-pieces, and other elements, and this process can cause the entire machine to lock up at 20fps. However, once the process completes or you force the engine state model to shift to attack, the loop is broken and the game resumes at a variable performance rate. As you can imagine, with the current build all of these issues are significantly worse and more impactful. Yes, the Steam Deck will run the entire game, but I simply cannot recommend doing so right now. Visually it still looks good on the Deck’s screen, but performance simply isn’t there.

Summary

At launch, The Last of Us Part I was a bad and broken release on PC, and had we reviewed it before then my recommendation would have been to avoid it. The issues that plagued it, including crashing, game breaking bugs, and general quality, were far below the quality PC players should accept or that Naughty Dog should have delivered. But with subsequent patches and some sensible settings changes, the game is in a much better state. But as the saying goes, you never get a second chance to make a first impression and it may be a tough mountain to climb for the great Naughty Dog studio to claw back the trust from the PC market.