Ratchet & Clank Future: Tools of Destruction
Game: Ratchet & Clank Future: Tools of Destruction (PS3, 2007)
A native Windows port of the European PS3 release (Ratchet & Clank: Tools of Destruction, BCES00052), by static recompilation with ps3recomp: the game’s PPU and SPU code is translated to C/C++ ahead of time, the PS3’s system libraries are replaced by native implementations, and the RSX by Direct3D 12, with no emulation at run time. Its runtime is a fork of soyjxck’s, and the installer and settings page follow dod3-recomp’s model. It’s playable from the first planet on: every level loads, saving and loading use the game’s own slot list, and there’s sound, music, and movies, though the later planets have been played less than the early ones. It targets 60 fps (the original runs at 30 in many places), with internal resolution from 0.5x to 8x over 1280x720 and the 3D scene at true resolution, up to 8x MSAA or FXAA, 16x anisotropic filtering, optional ray-traced ambient occlusion, the characters’ ground shadows restored, shaders built before you play, and two of the heaviest SPU jobs (animation and collision) as native code. It has a settings page (F1) with every key remappable, SDL2 and XInput controllers with the icons of the pad you use, DualSense adaptive triggers and Xbox impulse triggers, cheats, a language choice, movie skipping, a mods folder, and Discord Rich Presence; ultrawide and the mouse camera are experimental. The weapons menu still flickers, there’s the odd audio crackle, some water surfaces don’t show, and the busiest fights drop to about 50 fps. There’s no Linux build; the Windows one runs through Proton, according to a player’s guide. 1.2.0 (November 7) is the latest of 3 releases.
You needYour own copy of the European disc of Ratchet & Clank: Tools of Destruction for PS3 (BCES00052, version 01.00), decrypted, as an .iso or a folder with PS3_GAME; other regions and the PSN version won’t work, and the installer checks the EBOOT.BIN’s SHA-256. Plus 64-bit Windows 10 or 11, a CPU with AVX2 and FMA (ideally 6 cores or more), a Direct3D 12 GPU, 16 GB of RAM recommended, and about 24 GB free.
- How it gets to PC
- Static recompilation
- Console
- PlayStation 3
- Architecture
- Cell/PPE
- Author
- Re-TeRo17
- Original studio
- Insomniac Games
- Year
- 2007
- Stars
- 152
- Last activity
- 2026-11-08 · 2 days ago
- Latest version
- v1.2.1 · 2026-11-08
- Language
- C++
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