The visual evolution of the Ratchet and Clank series has been remarkable. While the 2016 installment already looked great, Rift Apart achieved an almost unbelievable level of fidelity. Playing the PC version maxed out with full ray tracing felt like stepping directly into a Pixar film. Given this trajectory, one can only imagine what the next entry might deliver—especially if it arrives alongside a future hardware generation like the PS6. The graphical leap from 2016 to 2021 alone felt like multiple generational improvements compressed into just five years, raising exciting questions about just how immersive and visually stunning the series could become.
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I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where in-game graphics are indistinguishable from pre-rendered CGI cutscenes. What kind of gameplay or world design do you think becomes possible when visuals reach that level of fidelity?
I completely understand that feeling of being blown away by the 2016 game—it set such a high bar! When visuals approach that CGI level, I think it enables more seamless environmental storytelling and truly dynamic worlds; imagine puzzles where the environment itself is a visual clue that reacts in real-time with that same fidelity. It’s exciting to consider, so feel free to share what kind of immersive gameplay you’d hope to see in that future!
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where in-game graphics are indistinguishable from pre-rendered CGI cutscenes. What kind of gameplay or world design do you think becomes possible when visuals reach that level of fidelity?
I totally get that feeling—the 2016 game was a genuine stunner, so hearing Rift Apart compared to a Pixar film really underscores that incredible leap. When visuals reach that near-CG level, I think it allows for even more seamless, dynamic worlds; imagine environmental storytelling where every surface has tangible history, or gameplay where visual clarity lets puzzle and platforming mechanics become incredibly intricate and intuitive. If you’re curious about how artists leverage such fidelity, checking out Insomniac’s developer talks on their material and lighting work offers a fascinating glimpse into that process—I’d love to hear what you think the next game could do with those possibilities.
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where in-game graphics are indistinguishable from pre-rendered CGI cutscenes. What kind of gameplay or world design do you think becomes possible when visuals reach that level of fidelity?
I totally get that feeling—the 2016 game was a genuine stunner, so Rift Apart’s leap to Pixar-level visuals is mind-blowing. When graphics reach that indistinguishable fidelity, I think it enables more seamless, dynamic worlds; imagine gameplay where entire environments can morph in real-time with the same polish as a cutscene, deepening immersion. If you’re curious about how tech like ray tracing fuels this, checking out Digital Foundry’s Rift Apart PC analysis offers a great deep dive into the “how.” I’d love to hear what kind of gameplay or worlds you’d hope to see in that next-level visual future!
It will depend on what new features the PS6 offers.
I expect they’ll continue using Ratchet & Clank as a console seller, likely through a bundle that includes both the console and the game. This would help Insomniac secure enough funding to sustain the franchise.
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where the in-game graphics are indistinguishable from a pre-rendered cinematic. What kind of gameplay mechanics do you think that level of fidelity could unlock for the next game?
I totally get that feeling—the 2016 game was a visual benchmark, so Rift Apart’s Pixar-like leap is genuinely staggering. That level of fidelity could let the next game seamlessly blend cinematic-scale environmental storytelling with gameplay, perhaps through instantly destructible worlds or hyper-realistic physics puzzles that feel tactile. If you’re curious about how Insomniac achieves this, their GDC tech talks on their engine are a fantastic deep dive—I’d love to hear what mechanics you’d hope to see in that near-photorealistic playground.
I remember being blown away by the 2016 game’s art style, but you’re right that the leap to Rift Apart felt like multiple console generations in one. Playing it on a high-end PC with full ray tracing really did create that “living Pixar movie” feeling they mentioned. It makes me wonder what specific visual feature they’ll push next—maybe even more advanced destruction physics or lighting?
I completely agree—that “living Pixar movie” feeling on a high-end PC is something special, and it really highlights how Insomniac pushes new hardware. Given their focus on ray tracing and instant dimensional rifts, I’d bet on even more dynamic, physics-based environments next, like destructible worlds that react in real-time to weapons and movement. If you’re curious about their tech process, the Nvidia or Digital Foundry breakdowns of Rift Apart’s ray tracing are fantastic deep dives—let me know what you think after checking them out!
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where in-game graphics are indistinguishable from pre-rendered CGI cutscenes. What specific moment in Rift Apart sold that “Pixar film” feeling for you?
That’s a great question, and you’re right to highlight that 2016 game as a high bar—it makes Rift Apart’s leap even more impressive. For me, the moment that truly sold the Pixar feeling was exploring Nefarious City for the first time; the density of neon-lit skyscrapers, the reflective wet streets with perfect ray-traced puddles, and the sheer number of animated characters in the background all running in real-time created a seamless, living world that felt exactly like a cinematic. If you want to see that moment in detail, I’d recommend checking out a Digital Foundry tech analysis on YouTube—they really break down the magic behind those visuals. What was a standout visual moment for you when you played?
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where in-game graphics are indistinguishable from pre-rendered CGI cutscenes. What specific moment in Rift Apart sold that “Pixar film” feeling for you?
That’s a great point—the 2016 game was already such a visual benchmark, so that leap to Rift Apart really did feel transformative. For me, the moment that cemented the “Pixar film” feeling was exploring Nefarious City for the first time, with ray-traced reflections perfectly mirroring the neon signs and flying traffic in every puddle and window. If you want to relive that moment, I’d recommend checking out Digital Foundry’s PC analysis on YouTube—they break down exactly how those visual details come together. I’d love to hear which scene stood out most to you when you played it.
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where in-game graphics are indistinguishable from pre-rendered CGI cutscenes. What specific visual detail in Rift Apart impressed you the most?
I completely understand—the 2016 game was a visual benchmark, so Rift Apart’s leap is truly something special. For me, the most impressive detail was the real-time ray-traced reflections on surfaces like Ratchet’s armor and Nefarious City’s chrome, which gave every scene a tangible, cinematic depth. If you’re curious to see this in action, I’d recommend checking out Digital Foundry’s technical analysis on YouTube for a fantastic breakdown. What about you—did any particular moment or environment in the game stand out as especially Pixar-like?
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where the in-game graphics are indistinguishable from a pre-rendered cinematic. What aspect of the art style do you think contributes most to that animated film feel?
I completely understand—the 2016 game was a visual benchmark, so that Pixar comparison for Rift Apart really captures the leap. I think the most crucial aspect is the art team’s mastery of materials and lighting; surfaces like metal, fur, and glass have an almost tangible quality, and the global illumination makes every scene feel cohesive and alive, much like a carefully lit animated film. If you’re curious to see this artistry broken down, Insomniac’s developer blogs offer fantastic insights into their texture and lighting pipelines. What’s a moment from either game that you felt particularly captured that cinematic look?
I remember being blown away by the 2016 game’s visuals, but you’re right that the leap to Rift Apart felt like multiple console generations at once. Playing it on a high-end PC with full ray tracing really did create that “living Pixar movie” feeling they mentioned, especially in Nefarious City. It makes me wonder if we’re approaching a point where graphical improvements become more about artistic style than raw fidelity—what do you think the next major leap will focus on?
Thanks for sharing that—I completely agree about Nefarious City feeling like a living Pixar movie on a high-end PC! I think the next major leap will indeed focus on artistic style and immersive details, like more dynamic worlds and advanced lighting that enhances the series’ unique personality. If you’re curious about how Insomniac Games approaches these visual evolutions, I’d recommend checking out their developer commentary videos for a deeper look. What specific artistic or technical aspects would you love to see them explore next?
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart’s leap felt like multiple generations in five years is incredible. I played it on PS5 and kept stopping just to admire the reflections and particle effects—it really did feel like a playable animated movie. What specific graphical feature from the series has impressed you the most?
I completely relate to stopping just to admire those particle effects and reflections in Rift Apart—it’s a visual feast! For me, the most impressive feature has been the evolution of ray-traced reflections, which in the PC version make every metallic surface and puddle feel incredibly tangible and alive. If you’re curious about the tech behind it, Digital Foundry has a fantastic breakdown of how Insomniac achieved this. What’s a specific moment or location in the game that left you the most awestruck?
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar film really hits home. It makes me wonder if we’re approaching a point where the in-game graphics are indistinguishable from a pre-rendered cinematic. What kind of new gameplay mechanics do you think that level of fidelity could even enable?
I completely understand that feeling of being blown away by the 2016 game’s visuals—it set such a high bar. That level of fidelity could enable mechanics like truly dynamic, destructible environments where every splinter and particle is rendered in real-time, or seamless character interaction with hyper-realistic materials and lighting. If you’re curious about the tech behind this, I’d recommend checking out Digital Foundry’s deep-dive analysis of Rift Apart’s PC port to see how they achieved that “Pixar” look. I’d love to hear what kind of immersive mechanic you’d hope to see in that visual playground!
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where in-game graphics are indistinguishable from pre-rendered CGI cutscenes. What specific visual detail in Rift Apart made it feel the most “next-gen” to you?
I totally get what you mean—the 2016 game set such a high bar that it’s hard to imagine topping it! For me, the most “next-gen” detail in Rift Apart was the instant, seamless dimensional rifting, which wasn’t just a gameplay trick but a visual spectacle with completely different lighting, textures, and particle effects loading without a hitch. If you want to see this pushed to its limit, try the PC version with ray tracing maxed out and pay close attention to reflections in Nefarious City. I’d love to hear which moment made your jaw drop when you get a chance to play it.
I remember being blown away by the 2016 game’s visuals, but you’re right that the leap to Rift Apart felt like multiple console generations at once. Playing it on a high-end PC with full ray tracing really did create that “living Pixar movie” feeling they mentioned, especially in places like Nefarious City. It makes me wonder what specific visual feature they might focus on next—do you think fully dynamic, destruction-heavy environments could be the next big leap?
You’re spot on about Nefarious City—that’s exactly where the ray tracing and detail density made my jaw drop. Fully dynamic destruction is a fantastic guess for the next leap, as Insomniac’s tech has always pushed physics and interactivity; I’d love to see entire city blocks that reshape in real-time during combat. If you’re curious about their tech approach, their GDC talks on their engine are a great deep dive—let me know what you think the next game’s standout location might be!
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where in-game graphics are indistinguishable from pre-rendered CGI cutscenes. What specific moment in Rift Apart sold that “Pixar film” feeling for you?
That’s a great point about the line between gameplay and CGI blurring, and for me, the moment that truly sold the Pixar feeling was exploring Nefarious City. The density of neon signs, the reflections in the rain-slicked streets with full ray tracing, and the sheer amount of animated detail in every corner made it feel like a living, breathing animated world. If you want to see that moment in its full glory, I’d recommend searching for a PC max-settings gameplay clip of that specific area—it’s a stunning showcase. What was your own standout visual moment from the series?
I remember being blown away by the 2016 game’s art style, but you’re right that the leap to Rift Apart felt like multiple console generations at once. Playing it on a high-end PC with full ray tracing really did create that “living Pixar movie” feeling they mentioned, especially in Nefarious City. It makes me wonder if we’re approaching a point where the graphics are so polished that the next big innovation will be in gameplay or world interactivity instead. What specific visual detail from Rift Apart do you think will be the new baseline for all future action-platformers?
Thanks for sharing that memory of Nefarious City—seeing those neon reflections with full ray tracing really did solidify that Pixar comparison. I think the new baseline will be that seamless, dense environmental detail, where every surface has tangible material quality and distant vistas are playable spaces without a loading screen. It’ll be exciting to see how studios build on that foundation; let me know what gameplay innovations you’d love to see paired with those visuals next.
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where in-game graphics are indistinguishable from pre-rendered CGI cutscenes. What kind of gameplay or world design do you think becomes possible when visuals reach that level of fidelity?
I totally get that feeling—the 2016 game was a genuine stunner, so the leap to Rift Apart’s Pixar-like quality is mind-blowing. When visuals reach that level of fidelity, I think it allows for even more seamless environmental storytelling and intricate, densely interactive worlds, where every detail can serve gameplay without breaking immersion. It’s exciting to imagine how future entries might blend these graphics with new gameplay mechanics; I’d recommend checking out Digital Foundry’s technical analysis of Rift Apart on YouTube to see just how they achieved that leap. What kind of world or mechanic would you love to see in a game with that visual polish?
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me want to finally upgrade my PC to experience that full ray-traced version myself. Do you think the next game will truly need a PS6 to realize its full potential, or can they keep pushing current hardware further?
I totally get that feeling—the 2016 game was a visual stunner in its own right, so the leap to Rift Apart’s Pixar-like quality is genuinely mind-blowing. Based on the series’ history of squeezing incredible performance from hardware, I believe they’ll push current systems impressively far, but a PS6 would likely unlock that next seismic leap in density and seamless rifts. If you’re considering the PC upgrade, I’d recommend checking out Digital Foundry’s optimized settings guide to maximize that ray-traced experience. I’d love to hear what you think once you get a chance to dive in!
I remember being blown away by the 2016 game’s art style, but you’re right that the leap to Rift Apart felt like multiple console generations at once. Playing it on a high-end PC with full ray tracing really did create that “living Pixar movie” effect they mentioned, especially in Nefarious City. It makes me wonder what specific visual feature they might focus on next—maybe even more advanced destruction physics or character detail?
I completely agree—Nefarious City with ray tracing on PC is a perfect example of that “living Pixar movie” feel they achieved. Given the series’ trajectory, your idea about advanced destruction physics is spot-on; Insomniac has consistently pushed interactive environments, so more dynamic, real-time destruction could be a thrilling next frontier. I’d recommend checking out their GDC talks for insights into their tech process, and I’d love to hear what specific world or mechanic you think could benefit most from that level of detail.
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where in-game graphics are indistinguishable from pre-rendered CGI. What specific visual detail in Rift Apart impressed you the most?
I totally get that feeling—the 2016 game was a visual benchmark, so Rift Apart’s leap is genuinely staggering. For me, the most impressive detail was the ray-traced reflections on surfaces like Clank’s metallic shell or the glassy floors of Nefarious City; they added a tangible, almost physical depth that truly sold the Pixar comparison. If you want to see this in action, I’d recommend checking out Digital Foundry’s PC analysis on YouTube to really appreciate the tech. What about you—was there a particular moment or scene that stood out in your playthrough?
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where the in-game graphics are indistinguishable from a pre-rendered cinematic. What kind of gameplay mechanics do you think that level of fidelity could unlock for the next game?
I completely understand that feeling of being blown away by the 2016 game’s visuals—it set such a high bar. That level of fidelity you’re asking about could unlock mechanics where environmental interaction is seamless; imagine destructible materials that look and fracture like real glass or ice, or puzzles that rely on ultra-realistic light refraction. It’s a thrilling prospect, and I’d love to hear what kind of immersive mechanic you’d hope to see most in the next installment.
I’m not too concerned about graphical fidelity. I’d really like to see the PS2 and PS3 titles released on PC.
That said, the next game will likely look amazing.
I remember being blown away by the 2016 game’s visuals, so hearing that Rift Apart felt like stepping into a Pixar movie really hits home. It makes me wonder if we’re approaching a point where the in-game graphics are indistinguishable from a pre-rendered cinematic. What kind of new gameplay mechanics do you think that level of fidelity could unlock for the next title?
I totally get that feeling—the 2016 game was a genuine stunner, so the leap to Rift Apart’s Pixar-like quality is mind-blowing. That level of fidelity could unlock mechanics like truly seamless, instant reality-shifting across wildly detailed environments, or gameplay where environmental interaction is so visually precise it becomes a core puzzle element. If you’re curious about how Insomniac achieves this, their GDC tech talks on their engine are a fantastic deep dive—let me know if you’d like a link to one. What kind of immersive mechanic would you most want to see in that next-level visual playground?
To be honest, I thought Tools of Destruction looked amazing for its time, but the new games have raised the bar so much that it now almost looks like a PS2 game.
A Crack in Time still holds up well in my opinion. Of course, those are older generation games, but Insomniac has always made great use of current technology.
So yes, I believe the next installment will also be visually incredible.
Graphics are the least important aspect of a game.
Most Ratchet and Clank fans would likely agree, but that seems beside the point in this specific discussion.
You’d be fine if we went back to PS2 graphics?
I’m currently replaying Deadlocked.
All the Ratchet & Clank games have aged gracefully and still look incredible today. I’d like to see more focus on gameplay mechanics, especially spaceship exploration that’s more fleshed out.
I’d actually prefer the older style. The new Ratchet feels bland and lifeless compared to the beautiful art direction of the PS2 games. While it looks gorgeous on PS5, nothing really stands out—it just feels like another Pixar animation rather than having its own unique flavor and style.
Yes, it’s not the graphics—it’s the art style.
It will likely be Qwarktastic. I’m not too concerned about the graphics, however.
Jim Ward has retired.
The remake and Rift Apart don’t look that different. Rift Apart is essentially a tech demo to showcase the PS5’s performance, loading times, and the DualSense’s adaptive triggers.
I’d take the 2016 Ratchet and Clank’s graphics if it meant more content. While Rift Apart is one of the most visually stunning games ever, I felt it lacked content compared to other entries in the series, including the 2016 game. That was my biggest disappointment with Rift Apart. The 2016 game sold extremely well and was fairly priced at $40 at launch, while Rift Apart cost $70 due to its high production values.
I’d gladly accept the graphical quality and art style of A Crack in Time if it meant more content and games. I know development crunch is harmful, and we’ll never see the same output as the PS2 or PS3 era, but they could at least port the games to PS5 as a bare minimum.
I’ve been waiting for those games to be ported for a long time. The Jak trilogy has been available on PS4 for ages, and the Sly trilogy was just added recently.
It’s surprising they haven’t released more games, aside from Size Matters and Secret Agent Clank. They’re sitting on the easiest money.
I’d be happy with another Ratchet and Clank game regardless of how it looks.
I miss the PS2 and PS3 era when we received multiple Ratchet and Clank games per console. It’s disappointing that we now only get one game per generation.
I understand. A remaster collection would help fill the gap while we wait. Either way, we’ll get a great game eventually—I just hope it doesn’t go open world.
This mindset is what worries video game companies. Continuously raising expectations with each new release isn’t sustainable, which might be why we never got Half-Life 3.
I hope it does.
The leap from 2016 to 2021 felt more like a multi-generational jump to me.
I strongly disagree with that. The transition from PS4 to PS5 seems like the smallest generational leap so far. Faster loading times are really the only immediately noticeable improvement.
This has to be bait. Do you really not think the leap from the 2016 to the 2021 Ratchet and Clank was huge?
I’ve wondered how many people share this view, since I knew they must exist.
It’s a generational improvement, not multi-generational. You can compare both running at 4K on PS5.
Compared to other generational leaps, this one is the least impressive. Rift Apart does look better, but I wouldn’t call it mind-blowing.
I actually prefer less detail in games. I don’t need to see every individual fur on Ratchet’s model or the intricate details on Clank. I’d rather developers focus on what one of the creative directors for the original game mentioned in a behind-the-scenes video: they weren’t competing to show off polygons or create a flashy look, but to make a fun game everyone could enjoy in a wacky universe.
I want less time spent on minor details that only look impressive in trailers and more attention given to the world, characters, style, and overall feeling. The PS2 games remain popular and hold up well today precisely because of this philosophy. Similarly, A Crack in Time is beloved not for its graphics, but for its story and innovative gameplay elements like space travel.
While I appreciate beautiful graphics and was impressed by Rift Apart’s visuals, what truly matters to me are the characters, story, and gameplay.
Ratchet looked best in the PS2 games.
Many longtime gamers in this subreddit seem to reminisce about their youth, but I doubt we’ll ever return to the era of PS2 graphics.
I expect it will look similar to Rift Apart, perhaps slightly improved, but I don’t anticipate a major leap in graphics.
Rift Apart was the first PS5 game where I used photo mode extensively. The detail is incredible, and I’m not sure how much better next-gen graphics can get. We might be surprised, but the improvements may be minimal. It will undoubtedly look better, but the difference might not be significant.
The PS6 may not be significantly more powerful, but it should make development easier for studios. This could allow for more varied content like additional levels or enemy types. I’d love to see snow environments and more diverse enemies in the next installment.
The new games look great, but they feel much more empty than the original games.
I had the same thought. With so much set dressing, all the secrets had to be marked on the map, which takes away from the concept of a “secret.”
The expanded map item has been a feature since 2002. You unlock it later in the game, allowing you to return and collect any missed secrets.
They should focus less on graphics, since the visuals are already top-tier, and more on replayability. I’d love to see more sidequests and optional RPG elements added.
I hope the next game features more enclosed and linear levels like the PS2 titles. I’m tired of the emphasis on large open maps.
I agree. I bought Rift Apart on sale for PC, and while it’s gorgeous, it feels smaller and shorter than almost every other game in the series.
The campaign length is similar to the other games in the series.
I enjoyed the game, but I didn’t play New Game+. It satisfied my Ratchet & Clank craving, though I didn’t find it as replayable as other titles.
The graphical leap probably won’t be as significant this time, since it’s hard to imagine how the visuals could improve much further. We’ve already matched and exceeded the CGI cutscene quality from A Crack in Time, and Rift Apart’s facial animations were the most expressive yet. I expect the main focus will shift to implementing new gameplay mechanics. It’s likely they’ll reintroduce the open ship segments from A Crack in Time, but in a fully 3D format. We’ll have to wait and see—it will probably be another two or three years before we get a preview.
They can do that, but I hope we don’t go open world. I know I’m in the minority on that. Rift Apart came close to it on some planets.
I’m fine with some planets having open segments like Gaspar or Savali, as long as others maintain classic level designs. I also really enjoyed Cordelion—it felt like a classic Ratchet & Clank level with branching paths and hidden secrets. If they continue this approach in the next game, just on a larger scale, I’d be happy.