Versions and compatibility
|Compatible with||The Last of Us, part 1, Steam|
|Hotsampling via||Running the game in windowed mode|
|Supports IGCS Connector||Yes|
Features at a glance
The photomode mod for The Last of Us, part 1 offers the following features:
Camera control: (Also in cut scenes and photo-mode)
- FoV control
- Free unlimited camera movement and rotation
- Camera paths support ('dolly cam') for defining moving camera trajectories for movies.
- Game pause / unpause.
- HUD toggle
- Light positioning control in Photomode
- Higher model LODs
- Game speed control (slow-motion, speed up)
- Optional chromatic aberration removal
- Optional barrel distortion removal
- Optional DOF removal
- Optional Vignette removal
- Sharpening control
- Exposure control
- Lens dirt removal
- Custom aspect ratios
- Configurable input interpolation for smooth camera movement/rotation/fov zoom in/out
- Configurable keybindings
- Configurable gamepad buttonbindings
How to use
Please see for details how to get started and configure this photomode mod, General features and configuration. This guide will provide additional information for the controls / features specific for this photomode mod.
If you don't see the
tlou-1.exe process in the Process to inject to textbox,
please click the Select button to select it manually. This might be
the case if you're running the game as Administrator, and the
IGCSClient.exe does not, it can't see the u4.exe/tll.exe process.
In that case, restart the
IGCSClient.exe as Administrator.
The HUD toggle is built with my ShaderToggler Reshade Addon. I was unable to implement a proper hud toggle which toggles all elements. If you don't want to use Reshade, you sadly have to use the photomode. To install the HUD toggle, install Reshade 5.7.0 or higher with Addon support, from https://reshade.me. On the reshade page at the bottom, click the "Download ReShade 5.7.0 with full add-on support" button and install that for the game. The version might be newer than 5.7.0, just get the latest version.
Then copy the two files in the "HUD Toggle" folder into your The Last of Us game folder (the folder where the exe's are). The HUD toggle will now work by pressing Del. To see if you've installed it correctly, when you open the Reshade panel in-game, (default the HOME key) you should see an Add-on tab with the Shader toggler present.
Guide for setting up Reshade: https://framedsc.com/ReshadeGuides/setupreshade.htm Guide for Shader Toggler: https://framedsc.com/ReshadeGuides/Addons/shader_toggler_repository.htm
Additionally to the normal configuration features, this photomode mod also has the following additional features:
Camera smoothing options
The camera smoothing options are for when you want to record a video by flying through the game world and control the camera manually, so not through a camera path. Normally the input to the camera system will be used instantly and you see an effect immediately. However for videos it's often desired to have a smoother camera movement than what's needed when you position the camera for a shot.
The camera smoothing options will give you the ability to control how much of the input you're giving to the camera system is used in future frames so
it's creating a smoother experience; e.g. if you set the movement interpolation factor slider to
100 (default is
1), the input given to move the camera
forward is used over 100 frames and is slowly flowing away to 0 after you stop giving input to move forward.
Additionally if you first move forward and then move to the right, with the default setting of
1 the camera will first move forward and then immediately
move to the right. However with an interpolation factor of e.g.
100 it'll smoothly move to the right, more in a curve than straight away. This gives
smooth movement and rotations of the camera. For the Field of View there's also an interpolation factor, which can be used to smoothly zoom in/out so it's
less 'jerky' when you try to zoom in/out.
Try to combine the values for the smoothing factors with lower/higher values for movement and rotation speed to find the ideal setup for your recording. It's likely you want a higher interpolation factor for movement than for rotation and FoV.
The values are stored in the ini file for next time you start the client.
There are four camera shake factors you can configure to introduce camera shake for normal camera movement: Shake frequency for both movement and rotation, Shake movement strength and Shake rotation strength. For screenshots these factors are not interesting, but for hand-shot video, e.g. in combination with the interpolation factors, they can give a more natural appealing footage.
The Shake movement frequency and Shake rotation frequency control how fast the movement and rotation shake factors change direction. The higher the value the faster they'll 'shake'. The Shake movement strength controls the amount of movement shake will be added to the camera location in the up/down/left/right/front/back directions. The Shake rotation strength controls the amount of rotation shake will be added to the camera orientation in pitch/yaw/roll.
The strength will be applied equally among all directions and rotations. Try to experiment with which values work best for the speed you move your camera; a faster moving camera could use a camera shake with higher strengths than a slow moving camera. Good starting values are 1.5-2 for the frequencies and 0.4-0.5 for the strengths. Setting the sliders to 0 will remove all shake factors from the camera.
Camera paths have their own shake factors
The Misc. Adjustments tab is the tab where you can adjust additional aspects of the game. It offers the following features:
- Game speed
- This controls how fast the runs internally; a value of 1.0 is 'normal game speed' and a value of 0.0 is total pause. Use this to create slow-motion effects which help you pause the game at the right moment.
- Higher model LODs
- This controls the detail of objects/people/trees/grass further away. When checked this gives better details further away.
- Disable CA and barrel distortion
- This setting will disable the Chromatic Aberration and Barrel Distortion the game introduces in the final image. Won't affect chromatic abberation introduced in the photomode. Checking this checkbox is required to have ReShade's depth buffer align with the final image
- Disable DOF when camera is active
- If checked, it'll disable the DOF when the camera is active, also in photomode
- Disable Vignette when camera is active
- If checked, it'll disable the vignette when the camera is active, also in photomode
- This controls the in-game sharpening. By default it's 0.25 which is the in-game sharpening amount. This can be a bit too sharp for many, so you can now change it (less or more than the default) to the value of your liking.
- Use this to override the in-game exposure. It's clamped by the engine so you can't go pitch dark or super bright.
Lens dirt is always removed.
PM Light control
These options allow you to control the positioning of the lights in the photomode (if they're available)
First go to the lights tab in the photomode, then enable the camera using Insert. You can now attach a light to the camera to position it anywhere without hassle. To do so, select the light to attach to the camera on the Misc. adjustments tab of the IGCS Client. When you're done positioning the light, select None for attach light.
If you disable PM Light Control the lights will snap back to the position they would have had without my tools. So be careful, there's no undo.
Information recorded with camera path nodes
When you create a Camera path, each node records the camera location, orientation and field of view.
Saving/restoring camera state
After you've enabled the camera (default with
Insert), you can store the current camera state in three slots. The camera state is the current location,
the orientation/rotation of the camera and the FoV, as well as other information recorded in camera path nodes, as the system uses camera path nodes under the hood.
By default you save the camera state by using
F1 for saving the current camera state in slot 1,
F2 for saving the current camera state in slot 2 and
F3 for saving the current camera state in slot 3. To restore the camera state to a saved state, press
F1 to restore the camera to the state saved
in slot 1, press
F2 to restore the camera to the state saved in slot 2 and, press
F3 to restore the camera to the state saved
in slot 3. These keys are configurable in the keybindings tab.
When you disable the camera again, the saved states are lost. If you want to preserve game states after you disabled the camera (e.g. you want to move the character a bit, and then enable the camera again), use a camera path and add the camera states you want to save as nodes. Camera paths are preserved after you disable the camera.
The default photomode mod controls are listed below. It depends on the Camera control device setting on the Configuration tab whether the device (e.g. mouse or gamepad) can control the camera.
When moving the mouse:
- No mouse buttons pressed: rotate the camera
- Left button pressed: move camera up / down / left / right
- Right button pressed: move camera forward / backward / left / right
- Both left and right button pressed: tilt camera left / right
- Mousewheel: increase / decrease Field of View (FoV)
Normal camera usage
||Enable / Disable the camera|
||Block / Unblock input to game|
||Lock / Unlock camera movement|
||Move camera left (+
||Move camera right (+
||Move camera forward (+
||Move camera backward (+
||Move camera up (+
||Move camera down (+
||Move camera left (+
||Rotate camera up (+
||Rotate camera down (+
||Rotate camera left (+
||Rotate camera right (+
||Pause / Unpause the game|
||Skip a few frames when paused|
||Tilt camera left (+
||Tilt camera right (+
||Toggle HUD (External tool via reshade)|
||Restore the camera state to the state saved in slot 1 (+
||Restore the camera state to the state saved in slot 2 (+
||Restore the camera state to the state saved in slot 3 (+
||Toggle gamespeed override|
Camera path usage
||Start / pause playback|
||Add node to active path|
||Replace the active node on the active path|
||Insert a new node in front of the active node on the active path|
||Go to start of active path|
||Go to end of active path|
||Go to previous node on active path|
||Go to next node on active path|
||Select the first path during playback (if any)|
||Select the second path during playback (if any)|
||Select the third path during playback (if any)|
||Select the forth path during playback (if any)|
||Select the firth path during playback (if any)|
||Select the sixth path during playback (if any)|
||Select the seventh path during playback (if any)|
||Select the eighth path during playback (if any)|
||Select the ninth path during playback (if any)|
Normal camera usage
|Left stick||Move camera forward / backward / left / right|
|Right stick||Rotate camera|
|Left trigger||Move camera up|
|Right trigger||Move camera down|
|Y button + left / right stick||Faster movement / rotation|
|X button + left / right stick||Slower movement / rotation|
|D-pad up / down||Increase / decrease FoV|
|B button||Reset FoV|
Camera path usage
|Start||Start / pause playback|
|Left bumber||Go to previous node on active path|
|Right bumper||Go to next node on active path|
|A||Add node to active path|
|X button + pressing left stick||Toggle gamespeed override|
|X button + left bumper||Decrease gamespeed.|
|X button + right bumper||Increase gamespeed.|