1080p (1920 x 1080) on the base PlayStation 4. Framerate: Locked 30 Frames Per Second (FPS) .

Features highly inventive weapons, including the fan-favorite Groovitron (forcing enemies to dance) and the Pixelizer (turning enemies into flat 8-bit sprites).

Earn experience by using weapons to evolve them into more powerful forms, alongside a grid-based Raritanium upgrade system.

The game was designed to push the boundaries of the base PlayStation 4 hardware. To achieve its highly detailed assets and dense particle effects, Insomniac Games traded the series' traditional high framerate for raw graphical fidelity.

The 2016 reboot merges mechanics from several eras of the franchise to create a highly refined third-person shooter and platformer.

The game runs at a dynamic 4K via temporal injection , but remains capped at 30 FPS.

Heavy use of per-object motion blur was implemented to compensate for the reduction in fluid motion from the previous 60 FPS standard.

Ratchet & Clank (2016) 1080p -

1080p (1920 x 1080) on the base PlayStation 4. Framerate: Locked 30 Frames Per Second (FPS) .

Features highly inventive weapons, including the fan-favorite Groovitron (forcing enemies to dance) and the Pixelizer (turning enemies into flat 8-bit sprites). Ratchet & Clank (2016) 1080p

Earn experience by using weapons to evolve them into more powerful forms, alongside a grid-based Raritanium upgrade system. 1080p (1920 x 1080) on the base PlayStation 4

The game was designed to push the boundaries of the base PlayStation 4 hardware. To achieve its highly detailed assets and dense particle effects, Insomniac Games traded the series' traditional high framerate for raw graphical fidelity. Earn experience by using weapons to evolve them

The 2016 reboot merges mechanics from several eras of the franchise to create a highly refined third-person shooter and platformer.

The game runs at a dynamic 4K via temporal injection , but remains capped at 30 FPS.

Heavy use of per-object motion blur was implemented to compensate for the reduction in fluid motion from the previous 60 FPS standard.

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