Ratchet & Clank: Rift Apart

Ratchet & Clank: Rift Apart

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mrtnptrs Jul 27, 2023 @ 3:58am
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Known issues list [unofficial, unmaintained since August 12, 2023]
Descided to stop maintaining this thread due to two reasons: soon gonna be too busy with real life studies and work to properly maintain it, plus motivation for it plummeted due to some quite toxic comments calling me narcissistic and a know-it-all for various reasons. Always had the very best intentions to maintain a topic that contains issues the game suffers from. Just tried to be precise by first verifying issues very extensively before including them. This way of working is clearly incompatible with what a lot of community members desire, so then it is better to call it quits.

Will leave the information up here for a while, but if the info becomes too outdated, I will delete the info to prevent users from thinking some then fixed issues are still in the game.

Update 7th and 25th of September: updated the list to move issues that are mentioned to have been fixed. Just to avoid spreading misinformation about still existing issues.


This is a overall good port, but still has some minor issues I and others noticed. Hopefully this helps Nixxes a bit. This topic is solely dedicated to document issues so Nixxes can work on fixing them so we as players can benefit from it. No interest here in workarounds.

Nvidia released a Hotfix driver[nvidia.custhelp.com] that should fix some performance issues related to DirectStorage. Please install this first on Nvidia hardware before posting about performance issues/stuttering/hitching here!

What should you NOT ask for or post in this topic
  • "I have removed the DirectStorage files, but have issue XXX": it is unknown, but likely, that removing these DirectStorage .dll files can cause issues regarding loading of textures and performance in some cases. So, please make sure that when reporting any issue that these files are actually intact and NOT removed. Otherwise your issue report becomes unreliable regarding the true state of the issue in the unmodified game most people will play.
  • Complaining about an already known issue or the general state of the game: it is counter-productive, try to contribute to this topic instead.
  • Asking for workarounds/quick fix for issues mentioned here or discussing workarounds: only discuss workarounds when it is usefull to find what causes the issue/to document what triggers the issue. Otherwise, just make a new topic yourself.
  • "Please add issue xxx to the list": just describe the issue you encounter and provide as much info as possible and if the issue is valid, it will be added. Don't literally demand it, it is annoying. Testing and diagnosing something takes time and effort.
  • Removing DirectStorage-files "speeds up performance instantly": likely forces CPU-decompression and thus likely only helps when in GPU-limited situations. Also causes major loading-time increases when being CPU-limited. If there is a real issue here, this is an extremely crappy workaround. Also, nobody knows if this workaround even fully disables it, to what system the game switches to for loading and if it doesn't affect any aspects of loading assets etc. negatively. Nvidia released a Hotfix driver[nvidia.custhelp.com] that should fix some performance issues related to DirectStorage. Please install this first on Nvidia hardware before posting about performance issues here!
  • Asking for settings-advice: this is no settings guide....
  • Asking for status updates on issues mentioned here; the list is being kept up-to-date.
  • Bugs shared with the original PS5 version; if you find a progression-blocking issue, unlocking bug etc. first look up online if it was reported in the past for the PS5 version too. If yes, don't post here as this topic is about PC-port-specific bugs that Nixxes could fix.
  • Crashes-to-desktop: as noted below, they are fully known and many half-baked placebo workarounds go around, but nobody knows anything for sure, so discussing it endlessly is counter-productive as lots of other topics already do exactly that.
  • Mentioning encountering crashes at boot or major performance issues without first checking if your computer is above minimum spec; don't expect the game to work well if you crank all the settings up on low-end hardware.
  • Frame Generation: these issues (stutters, worse performance, rubberbanding etc.) are an inherent limitation of the Nvidia Frame Generation tech itself, not the game. Thus not much Nixxes themselves can possibly fix. Frame Generation generates extra frames on a special part of the GPU. This game is extremely GPU-heavy because of advanced RT effects in combination with GPU decompression, causing Frame Generation to have to fight for GPU resources (not for resources used to generate the frame but to gather data and motion vectors from previous and next frames and general bus bandwidth of the GPU). This causes issues like stutters, rubber-banding, low frame rates etc. when being too GPU-limited, especially on lower-end 40-series GPUs. Please disable Frame Generation first before posting your related problems here.
  • Denuvo: game doesn't use it!

Crashes to desktop
Crashes can occur seemingly during gameplay, especially after changing settings and at transition scenes. No error dialogue or anything pops up, it just closes the game and goes straight to desktop. These crashes are obviously caused by game-specific bugs, please refrain from posting about your crashes-to-desktop or asking for workarounds in this thread. It is already known. Patch v1.728.0.0 (31th of July 2023) included a "change to improve game stability, based on data from our crash reporting system and user reports. We continue to monitor and investigate crash reports and user feedback and are actively working to improve stability with future updates." Users are still encountering these CTD's, so situation might have been improved, but certainly not solved.

Extra source: Digital Foundry, Nick930 and Steam Forum (about situation after second patch.)

FPS-related issues


Significantly sped up environmental destruction and character ragdoll animations at 30 fps+
Significantly sped up animations can be seen when destroying environmental objects or when a character dies and falls to the floor. These animations play back at a significantly higher speed than on the PS5's 60 FPS performance and quality modes. This only happens when playing at more than 30 FPS and is independent of settings. (I previously incorrectly stated that this only happened at 60+ FPS!!!) The higher your FPS, the faster these animations play. Spider-Man Miles Morales and Remastered suffered from the same issue, so likely an engine-inherited issue.

Ray tracing-related issues


Some shadows of big environmental objects/vehicles can pop in and out when appearing and disappearing
Some shadows of big environmental objects like the train above the beginning levels somewhere and big portals opening and closing above levels causes a very big shadow to be cast that is static and pops out right after the big objects is fully gone. So, likely the game uses a very big imposter model here with no animation attached to it. So, the shadow of the imposter model just pops in and out of existence. The RT shadows of these big objects are thus not truly dynamic.
Confirmed not to have been fixed (confirmed by testing myself) by patch v1.808.0.0 which mentions RT-shadow improvements.

RT object range setting has inconsistencies
Sometimes lower RT Object Range setting value can look better than when it is set to higher values. For example crowd RT shadows being drawn fully when set to 7, but its complexity decreases with every step when you set it higher (8-10).
Source: Digital Foundry
Edit (9th of August): previously DF showed that 8 showed full crowd shadows at the opening scenes and 9 and 10 didn't. This is no longer true as RT shadow behavior seems to have been changed after some patches. Adjusted description of this issue accordingly.

Any anti-aliasing other than TAA: RT reflection becomes of lower quality
When using any anti-aliasing method than TAA (including Off), the RT reflections seem to become of significantly lesser quality; with less pixel detail, seemingly lower quality models used in the reflection and some missing lighting.
Source: Digital Foundry and own testing (images will be provided soon).

RT shadows enabled: negatively affects some shading (also enabling RTAO makes it even worse)
When enabling RT shadows it can negatively affect shading of some objects like flesh plants, which become significantly darker in shading. Also enabling RT ambient occlusion makes the flash plant's shading even darker.
Source: Digital Foundry
Edit (9th of August): previously DF showed that this was caused by RT shadows. However, through testing I found that this got even worse when in addition to RT shadows, you also turn on RTAO. Adjusted description of this issue accordingly.

Other issues


Inconsistent sound volumes
Many sounds in the game play at a very inconsistent volume. For example the burst pistol sound and environmental destruction sound one second playing much louder than when moving an inch and trying it again. Some sounds can also be quite muted, like the burst pistol or character voices. This happens inconsistently with no obvious cause. None of the in-game audio options can fix this.
Edit: Needs testing/reports on if it is fixed or not after the last few patches.

Source: thanks to @Blackened Halo for own research and also can clearly be heard in the PS5 vs. PC comparison from @Nick930. Additional thanks to many other reports.

Constant stuttering/frametime spikes
While playing, the game constantly shows minor stuttering/frametime spikes, which happens while standing still, but also while moving. This happens with and without Vsync (in-game or forced through Control Panel) and also while set at different refresh rates. Tested with the RTSS overlay on an i7 13700KF, RTX 4090, 64 GB DDR5, 980 Pro SSD with 537.09 hotfix driver.
Edit: previously claimed the stuttering was due to an incorrect VSync implementation based on my own faulty testing.

Changing upscaling method/quality settings: VRAM usage increases
When changing either the upscaling method or their quality settings, the game systematically increases VRAM usage (both allocated as well as dedicated VRAM usage). Initially it jumps like 400-500 MB after the first settings change and after every subsequent upcaling change, it only increases in small amounts. After many many upscaling changes, it can add up to 2 or more GB of extra VRAM usage (on my system for example: 10900 MB to 12600 MB). This extra VRAM usage does NOT clear when turning off upscaling, loading from checkpoint or loading a different level from the main menu. On VRAM-limited systems this can cause VRAM-bottleneck related issues.
Thanks for the report by @Flappy Pannus with additional testing by me using RTSS on an i7 13700KF, RTX 4090, 64 GB DDR5, 980 Pro SSD with 537.09 hotfix driver.

Visual effects inconsistencies compared to PS5 version
A list of visual effects being inconsistent between the PC and PS5 version: some intermittently missing transparency effects (like repulsor and particle effects), wrong opacity on some transparency and flares (causing them to be either too bright or not bright enough sometimes),
Source: Digital Foundry
Edit 9th of August: every single one of these issues can still be reproduced except for the previously mentioned missing halo around Skidd McMarx at the celebration scene, that one seems to have been fixed as it can't be reproduced.

Only FSR 2.1 upscaler allows to change Upscale Sharpness
When setting the Upscale Method option to anything else than FSR 2.1, the Upscale Sharpness settings stays grayed out and the sharpness cannot be adjusted. This seems like an error because in other games, the sharpness slider always works for all upscaling methods and it only being adjustable for AMD FSR 2.1 seems quite random.
Would also be ideal if sharpness could be adjusted while using any of the temporal anti-aliasing solutions without any upscaling, but that is more a quality-of-life improvement.

Haptic feedback is weaker on PC than on PS5 when using wired DualSense controller
This was tested by @MonsterAb1 using a wired DualSense controller.

Fixed issues


  • Broken graphics, characters and vehicles are invisible (AMD VEGA GPU): hotfix v1.727.0.0 (28th of July 2023)[support.insomniac.games]
  • Some RT shadows are blocky as they do not cast from actual geometry but instead from its simplified model (max settings): hotfix v1.727.0.0 (28th of July 2023);[support.insomniac.games] Though, RT shadows still aren't casting from animating version of models, but the still version. This is not an issue, but just likely a limitation to reduce performance impact. Not a game-specific issue thus.
  • Anisotropic Filtering not working correctly: blurry textures where filtering should normally be applied: hotfix v1.727.0.0 (28th of July 2023)[support.insomniac.games]
  • RT reflections of foliage can sometimes be of lower quality than on PS5 (max settings): hotfix v1.727.0.0 (28th of July 2023)[support.insomniac.games]
  • Interaction prompts can become persistent: patch v1.728.0.0 (31th of July 2023)
  • Flickering reflections on water-surfaces (max settings): patch v1.728.0.0 (31th of July 2023)
  • Widescreen issue: weapon preview alignment issue at M(r)s. Zurkon: patch v1.728.0.0 (31th of July 2023)
  • Textures don't load in their highest quality version sometimes (max settings): patch v1.728.0.0 (31th of July 2023); if you still encounter this, only report it again if you left the DirectStorage files intact!!!
  • Black spots appear on the water surface in the background when changing RT-reflection settings (max settings): patch v1.808.0.0 (9th of August) or Nvidia driver v536.99; not mentioned in changelog, but tested to have been fixed through own testing, could previously reproduce it consistently.
  • Mipmap bias not correctly set at boot when DLSS is enabled, changing DLSS settings after boot corrects it: was reported by @Flappy Pannus, but wasn't added to the list yet due to delays on my side. Now reported by @Flappy Pannus to have been fixed since the 9th of August, thus likely by patch v1.808.0.0 (9th of August).
Phantom Dash animation becomes shorter at higher FPS
When at 30 FPS, the Phantom Dash animation shows three copies behind Rivet/Ratchet as it does on PS5. When at 60 FPS, the Phantom Dash animation only shows two copies anymore behind Rivet/Ratchet. When at 100 FPS, the Phantom Dash animation only shows one copy anymore behind Rivet/Ratchet. And at 250 FPS (the game's maximum) the one copy behind Rivet/Ratchet is barely visible anymore. The higher the FPS, the shorter this animation thus gets. The phantom dash distance stays the same though.
Launcher settings window much bigger than monitor screen, can't change settings
When opening the launcher's Settings window, which is not resizable, it can happen in rare situations that it is larger than your actual screen. This can possibly make a part of this screen and especially the "Apply" button unreachable. Nixxes community manager confirmed that this issue is being looked at and likely occurs when Windows Display Scaling is set to high values.

Source: Nixxes Community Manager
Hover boots sometimes don't respond to user-input
The game likely (untested yet by me) has an issue whereby sometimes the hover boots don't seem to respond to input and don't seem to activate, but while pressing again then do. Issue seems a bit inconsistent. Users here likely found what triggers this issue: running the game above 60 FPS causes input response issues specifically with the Hoverboots, regardless of what input device is used. Thanks to @Medusa and @Davis144 for testing this.
Water physics being replaced with a surface splash texture compared to the PS5 version
It can be seen in both puddles and large bodies of water in which the character can swim in that on PS5 (fidelity mode) the water has real physics with no water splash texture attached, while on PC it has a very not-opague splash texture applied while swimming to seemingly compensate for a complete lack of actual water physics.

Source: ElAnalistaDeBits (been very reliable in the past) and own testing on water puddles in Sargasso (compared with PS5 gameplay and also shows there excessive water splash textures on the surface).

Swinging distance becomes less the higher the FPS gets
When at lower FPS the swinging distance is quite long, but the higher the FPS get, the shorter the swinging distance gets. This can make platforming unfairly extremely hard on systems that can achieve an higher FPS. As can be seen in the source images below, it already gets significantly shorter at 60 FPS.
Source: End swinging distance at 30 FPS, at 60 FPS and at 250 FPS. (all images taken while swinging from the exact same starting point) Thanks to @Terepin for reporting this issue.

The Bouncer weapon: bombs that spawn don't bounce, but explode immediately
When the game is running at above 60 FPS the first wave of bombs spawning from The Bouncer (Challenge Mode-only) when the main projectile hits the ground, almost immediately explode after spawning. This causes the induced damage of the weapon and the range of it to be significantly reduced when playing at higher framerates.
Source: Video provided by @Vidja.

RT shadows: shadows flicker on enemies
After turning RT-shadows on (does not happen when turning RT shadows off), flickering shadows can be observed on enemy creatures. This is especially visible on the Grunthor. It is unknown if this only happens on certain enemy creatures or on all of them. Thanks to @FuzzieBoy for reporting this issue.

Feel free to post reactions under this post if you have more known issues or can help in how to reproduce a certain issue. I will add more issues and keep things up-to-date on if things are fixed or not.

Changing Text Language to an Asian language results in blocks instead of text until game reboot
When changing the text language of the game to any Asian language (Japanese, Traditional Chinese, Simplified Chinese or Korean) the game loads to the last checkpoint to supposedly load the next text correctly. This does not correctly happen after loading the last checkpoint and the text from then on displays as blocks (image example). The text will only load it correctly after restarting the game fully. Thanks to @Yuuyatails for reporting this.
Last edited by mrtnptrs; Sep 25, 2023 @ 10:50am
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Showing 1-15 of 785 comments
Daxer Jul 27, 2023 @ 4:00am 
I have a problem on download, after the download, the file folder of the game is empty...
mrtnptrs Jul 27, 2023 @ 4:01am 
Originally posted by Daxer:
I have a problem on download, after the download, the file folder of the game is empty...
That seems to be a Steam-issue at your end, not a game issue and thus unrelated to this topic as this topic is about game issues.
Last edited by mrtnptrs; Jul 27, 2023 @ 4:01am
BingusDingus Jul 27, 2023 @ 4:03am 
So far the issues I've had are XeGTAO breaking reflections on water and changing RTX settings in game causing it to microstutter until i restart the game.
mrtnptrs Jul 27, 2023 @ 4:27am 
Originally posted by BingusDingus:
So far the issues I've had are XeGTAO breaking reflections on water and changing RTX settings in game causing it to microstutter until i restart the game.
What do you mean with breaking? Can you describe what you're seeing or maybe even providing an image of what you mean?
BingusDingus Jul 27, 2023 @ 4:36am 
Originally posted by mrtnptrs:
What do you mean with breaking? Can you describe what you're seeing or maybe even providing an image of what you mean?
Broken as in with XeGTAO the water on Sargasso is just a blur with constant flickering, Turning it from XeGTAO down to HBAO+ fixes it entirely.
Last edited by BingusDingus; Jul 27, 2023 @ 4:39am
mrtnptrs Jul 27, 2023 @ 4:38am 
Originally posted by BingusDingus:
Originally posted by BingusDingus:
What do you mean with breaking? Can you describe what you're seeing or maybe even providing an image of what you mean?
Broken as in with XeGTAO on the water on Sargasso is just a blur with constant flickering, Turning it from XeGTAO down to HBAO+ fixes it entirely. [/quote]
I'll test it and see, did some testing regarding the flickering though, which seems to always happen when either the screen space reflections or RT-reflections are turned on.
Nicnl Jul 27, 2023 @ 4:41am 
About the issue that causes the textures to be blurry.
Switching the texture seeting to medium and then to maximum again FIXES the issue, and the textures then looks like expected.
It may be a temporary fix though, I don't know.
But at least it proves that the high quality textures are there in the game files, that they can be loaded, that they can be displayed and all.
Now they just need to figure out why the games is not loading the best ones.
mrtnptrs Jul 27, 2023 @ 4:42am 
Originally posted by Nicnl:
About the issue that causes the textures to be blurry.
Switching the texture seeting to medium and then to maximum again FIXES the issue, and the textures then looks like expected.
It may be a temporary fix though, I don't know.
But at least it proves that the high quality textures are there in the game files, that they can be loaded, that they can be displayed and all.
Now they just need to figure out why the games is not loading the best ones.
As it is an extremely temporary workaround, I'll sadly not add it to my list, but yeah, good to know your information :) Thanks.
Giriko Jul 27, 2023 @ 4:49am 
Game crashes randomly (and repeadtedly) after 3~ minutes of play, no errors, no messages, just shuts down.
Last edited by Giriko; Jul 27, 2023 @ 4:50am
mrtnptrs Jul 27, 2023 @ 4:54am 
Originally posted by Giriko:
Game crashes randomly (and repeadtedly) after 3~ minutes of play, no errors, no messages, just shuts down.
Added a bit more info about it, but need to do more testing
mrtnptrs Jul 27, 2023 @ 5:05am 
Originally posted by Nicnl:
About the issue that causes the textures to be blurry.
Switching the texture seeting to medium and then to maximum again FIXES the issue, and the textures then looks like expected.
It may be a temporary fix though, I don't know.
But at least it proves that the high quality textures are there in the game files, that they can be loaded, that they can be displayed and all.
Now they just need to figure out why the games is not loading the best ones.
Also cannot reproduce the workaround to be actually working for me, so might be too unreliable.
Nicnl Jul 27, 2023 @ 5:30am 
Originally posted by mrtnptrs:
Also cannot reproduce the workaround to be actually working for me, so might be too unreliable.

I did manage to get Mrs Zurkon looking exactly like in the PS5 view of Digital Foundry's video though.
But yeah, it's an insanely short workaround since moving around and loading new assets will likely load the bad textures again.
But it's good to know that the texture are there in the game files and that the game engine is able to display them.
It makes me hopeful for a future fix.
mrtnptrs Jul 27, 2023 @ 5:33am 
Originally posted by Nicnl:
Originally posted by mrtnptrs:
Also cannot reproduce the workaround to be actually working for me, so might be too unreliable.

I did manage to get Mrs Zurkon looking exactly like in the PS5 view of Digital Foundry's video though.
But yeah, it's an insanely short workaround since moving around and loading new assets will likely load the bad textures again.
But it's good to know that the texture are there in the game files and that the game engine is able to display them.
It makes me hopeful for a future fix.
Is quite logical that these files are in the game files actually, but indeed good to know that the engine can really display them. The issue seems to be quite inconsistent and maybe points towards a texture-streaming system bug somehow. Weird that it even happens on RTX 4090s....
Medusa Jul 27, 2023 @ 5:48am 
Originally posted by mrtnptrs:
Originally posted by BingusDingus:

What do you mean with breaking? Can you describe what you're seeing or maybe even providing an image of what you mean?
Broken as in with XeGTAO on the water on Sargasso is just a blur with constant flickering, Turning it from XeGTAO down to HBAO+ fixes it entirely.
I'll test it and see, did some testing regarding the flickering though, which seems to always happen when either the screen space reflections or RT-reflections are turned on. [/quote]

No, it happens when anything higher than SSAO is on, i think disabling SSR and RT reflections both can also work.
But a better fix is disabling RTAO, XeGTAO or HBAO.
With SSAO the water bodies look normal.
Last edited by Medusa; Jul 27, 2023 @ 5:50am
mrtnptrs Jul 27, 2023 @ 5:52am 
Originally posted by Medusa:
Originally posted by mrtnptrs:
Broken as in with XeGTAO on the water on Sargasso is just a blur with constant flickering, Turning it from XeGTAO down to HBAO+ fixes it entirely.
I'll test it and see, did some testing regarding the flickering though, which seems to always happen when either the screen space reflections or RT-reflections are turned on.

No, it happens when anything higher than SSAO is on, i think disabling SSR and RT reflections both can also work.
But a better fix is disabling RTAO, XeGTAO or HBAO.
With SSAO the water bodies look normal. [/quote]
That's interesting if true, let me test.
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Date Posted: Jul 27, 2023 @ 3:58am
Posts: 785