RatchetPort for Ratchet & Clank 2016: game-folder checks and experimental 60 FPS
ItsOOGWAY · PC guides & recorded tests
RatchetPort for Ratchet & Clank 2016: game-folder checks and experimental 60 FPS
Ratchet & Clank (2016) on PC: a step-by-step Windows setup guide using RatchetPort, followed by opening gameplay with the experimental 60 FPS setting selected. This is the 2016 PS4 game, not Rift Apart or the 2002 PS2 game.
The key checkpoint: The download footage shows 1.4 while the installation launcher is 1.5. The supported game is CUSA01047 version 1.00; experimental 60 FPS is not a full-game guarantee.
Before you start
- Use the recorded versions and the supported inputs listed in the original notes below.
- Compare the last successful checkpoint before choosing a fix.
- Keep original files, relevant logs and a known working setup when testing changes.
Resources from this video
Links, downloads & documentation
Every original URL from the video description is collected here, including recorded releases, setup discussions and related videos. Use the version-specific notes when following a recorded build.
Watch the complete video
Open this video on YouTube ↗. Screenshots below link to their exact recorded moments.
Walkthrough 01
Identify the supported 2016 game
Before downloading anything, check the version of your game. That's the detail that can save you the most confusion later. The project used here is RatchetPort, and the supported copy for this setup is the USA release, CUSA zero one zero four seven, version one point zero zero. Use your own compatible dump. The launcher download is separate from the game, and it doesn't include the game files. Once that matches, the rest of the process is straightforward.
We're going to extract the game, point the launcher at the extracted folder, and choose the settings before starting it.
Walkthrough 02
Distinguish the two recorded release screens
Open the RatchetPort GitHub page linked in the resources section and go to Releases. Expand the assets and find the Windows package. Download that ZIP, rather than one of the source-code archives or the separate FFmpeg source archive. An update arrived between my recordings, so the earlier download screen shows version one point four, while the launcher I use for the installation is version one point five. I'll link the official releases page below, so you can check the package name and its notes when you download yours.
You don't need to compile the project for the method I'm showing. We'll use the Windows package and its launcher.
Walkthrough 03
Extract the app and your own game
There is one more tool in this setup: the standalone PKG Extractor. Open its release page from the description and get the Windows version. I'm using version one point one. Now extract both ZIP files into their own folders. Keep all the files that came with each package together. In particular, leave the extractor's supporting DLL files beside its executable, and keep the RatchetPort application with the folders supplied in its ZIP. If your game is already extracted into the correct folder structure, you can move ahead to the launcher section.
In this recording, I start with a PKG, so I'll show the extraction step first. Open the folder containing your game PKG, then open the extracted PKG Extractor folder beside it. Find pkg underscore extractor dot exe. Drag the game PKG directly onto that executable, like this. A terminal window opens and begins listing the files as they're extracted. At this point, let it finish. I'm speeding up the waiting here, but the drag-and-drop action itself stays at normal speed so you can follow it.
On your own computer, leave the extraction running until it completes. Keep enough free space for the original package and the extracted files. The small launcher download isn't the size of the game, and extracting the PKG creates a separate game folder. Once extraction has finished, we can close the terminal and move on. In my recording, the extracted folder is named CUSA zero one zero four seven.
Walkthrough 04
Select the root with eboot.bin and sce_sys
Here is the distinction to remember for the next step: the PKG is the package we extracted. The launcher needs the resulting game folder. Open the extracted RatchetPort folder and run RatchetPort dot exe. The launcher opens with a game-folder field and a Browse button. Click Browse, go to the drive where you extracted the game, and select that game folder. In my case, that is the CUSA zero one zero four seven folder on my E drive.
Use the location on your own computer; it doesn't have to be the same drive letter. The folder should contain eboot.bin, along with the sce underscore sys and sce underscore module folders. Select the folder itself, then confirm it. Once it's recognised, the launcher shows the game's banner and identifies the supported title and version. That's our checkpoint: the launcher can see the game, and we're ready to choose the settings.
Walkthrough 05
Set the baseline and understand experimental frame rate
You don't need to change every option in the launcher to copy this run. I'll show the choices I actually made. On the Home page, I set the output resolution to twenty-five sixty by fourteen forty. I keep the display mode windowed and leave VSync enabled. That's why you'll still see my desktop around the game when it starts. For a first test on a slower PC, you can use a lower output setting. This control changes the output presentation; selecting fourteen forty P here doesn't by itself prove that the game's internal rendering resolution has been changed.
Next, open Game frame rate. There are two choices shown here: thirty FPS, Original, and sixty FPS, experimental. For this recording, I select the experimental sixty option before launching. That label matters. This is an early project, and the sixty option is something to test on your own system. If you want the original baseline, leave it at thirty. If you're following the run shown here, select sixty as I do, then start a fresh game session with that choice.
Further down, version one point five includes motion-blur and shadow-map controls. In this run, motion blur stays On, Original, and the shadow-map setting also stays Original. I haven't lowered those settings to produce the footage you're about to see. If you change one of the options marked restart later, save your settings and close and restart the game for that change to take effect. Changing a value while the game is already running isn't the same as starting it with the new setting.
Walkthrough 06
Launch, test and return to original mode if needed
Now press Play. The launcher prepares the game, then opens it in a separate window. I'll shorten the passive loading, but keep the handoff visible so you can see what a successful start looks like. We get the startup message, the opening logos, and then the Ratchet and Clank title screen. From there, the recording continues through the opening story and into the first section we can control. This is where the setup pays off.
Ratchet is responding to movement and jumps, the wrench is working, and we can move out into Veldin. I'll let a section play at its original speed with the game audio, so you can judge the result without rapid cuts or sped-up gameplay. The counter shows sixty FPS in the sections shown here. That's the result visible in this opening session, with the experimental option selected. It isn't a full-game benchmark or a promise that every area will behave the same way.
If your result is different, start by checking the few things that make the biggest difference to this setup. If the launcher doesn't recognise the game, check the supported title and version, and make sure you selected the extracted game folder. Choosing the PKG's folder, an update-only folder, or the parent directory can leave it looking in the wrong place. If the game starts but the experimental mode gives you problems, go back to thirty FPS, Original, save the choice and restart.
Compare the same section before changing several graphics options at once. That gives you a much clearer idea of what actually helped. And if it stops with an error, keep the launch log and the exact message. Your game version, build version, GPU and driver details make a report much more useful than just saying that it doesn't work. I'll include the project links in the description so you can check its current notes and reporting instructions.
That is the setup used for this recording: a compatible game folder, the Windows launcher, the selected display settings, and a fresh launch with the frame-rate option chosen beforehand. If you're testing RatchetPort, KYTY, AnyPS5 or other community PC projects, join my Discord through the link in the resources section. We're sharing build tests, setup help and results from different PCs. Post what you're running and where you got stuck, or share what worked for you, so the next person has an easier time getting started.
If your result differs
| Situation | Next useful check |
|---|---|
| The process stops at a different checkpoint | Record the exact message, current build and last successful stage. Compare that stage with the matching video section. |
| A setting is selected but the result differs | Repeat the same scene and change one option at a time. A menu target does not establish measured performance. |
| A newer release changes the interface | Check the linked release notes and instructions. This companion preserves the recorded route and its limitations. |
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