Here’s Why Ratchet and Clank Won’t Run at 60 FPS on PS4 Pro

November 4, 2016 Written by Tyler Treese

ratchet-and-clank-ps4-pro

Insomniac Games recently detailed how Ratchet & Clank will be upgraded on PS4 Pro, and nd while the game will see a “big increase” in gameplay image quality due to Insomniac’s Temporal Injection technique, some gamers were upset that the game wouldn’t be receiving a framerate boost. In the NeoGAF thread about the news, one especially clueless gamer even stated, “If Nintendo got Mario running 60 FPS on Wii U why not this? It’s not even real 4k.”

This led to Insomniac Games’ community manager James Stevenson, who goes under the handle jstevenson on GAF, to explain why the platformer will never hit 60 frames-per-second. “The game is designed to run at a locked 30,” explained Stevenson. “So making frame rate changes was never in the cards. Sorry.”

No apology is necessary, as it’s not like any of Ratchet & Clank‘s issues arise from a spotty framerate. Once again, the fascination with numbers that gamers have, instead of how the game actually plays, rears its ugly head. Not every game is meant to run at 60 FPS, and that’s absolutely fine.

Beyond that, though, Stevenson did offer up a few other interesting tidbits in the post. First, the screens that were shown off on the PlayStation Blog were “straight pulls from the frame buffer.” He then went on to explain Temporal Injection as it’s “a different approach ban checkerboarding to get to 2160p that gets you AA too.” Finally, when talking about the development process for the game he said that it was “developed on our current stuff first and then we ported it back here.”

All of that is pretty common sense. The games that will benefit the most from PS4 Pro will be games in the future that are developed with it in mind, not games that have had features retroactively added to work on the new piece of hardware. Either way, gamers are in for a treat whether they play Ratchet & Clank on a PS4 Pro or not.

(Source: Gear Nuke)