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Ratchet & Clank: Rift Apart key art
Ratchet & Clank: Rift Apart icon

Ratchet & Clank: Rift Apart on AnyPS5

PPSA01474 ยท last report 10 Oct 2026

Boots Draws its first splash and logo frames on Linux with a stack of unmerged fixes, then goes black; plain main still crashes.

  1. Nothing
  2. Boots
  3. Menus
  4. In game
  5. Playable

On Linux (RX 9070 XT) a stack of about 15 PRs presents frames at ~33/s for six minutes: the first frames show a splash with Ratchet's face and the PlayStation Studios logo, then black. Plain main still crashes earlier.

Running it and it stopped on an error? Check the error against every report and fix for this game.

Screenshots

No screenshot of this game running has been posted in the project's threads yet. Testers who reach a new screen usually post one in the discussion linked on the right.

Where it stands

On Linux, contributor EdouardSence (RX 9070 XT, using an AI assistant for testing) got the game to present its first frames on October 9. The first dumped frames are correct: a splash with Ratchet's face, then the PlayStation Studios logo fading out. After that the image stays black. The game keeps drawing and nothing throws an error. It presented about 33 frames per second for six minutes. The cause of the black screen is not known yet. It could be loading, an intro movie that is not decoded, or a rendering problem.

That result needed about 15 pull requests stacked on main, some still open. On plain main the game does not even load at first (missing mlock/munlock functions). Fixes to get this far include the game's thread-ID layout (it read it straight from the thread object and crashed about 19 s in), a conservative-rasterization setting, depth-clear draws, null pixel programs, and deferring shaders that cannot be prepared at start-up.

Since then, a couple of newer main changes caused new stops: a stack overflow in shader registration on the game's small thread stacks (since fixed), and a memory-map placement change that put the game's heap addresses in the wrong place (fixed by merged #2907). The latest report (main 91b13413, RTX 5080) crashes about 40 s in because the AMM memory range overlaps the memory the game maps (issue #3146, open). Another open issue (#2621) is a pixel shader drawn under a different state than prepared at about 55-64 s. A local test that prepared that variant ran 240 s without a crash, with the intro and the Insomniac logo rendering, then black.

Only Linux is reported. Nothing is said about Windows or macOS.

WindowsNo test report yet
LinuxPresents splash and logo frames (~33 presents/s) on a stack of unmerged PRs, then black; main crashes ~11-40 s in depending on build
macOSNo test report yet

What is stopping it

  • Segfault about 40 s in on main 91b13413: the AMM range reservation overlaps the heap addresses the game maps itself (RTX 5080). Thread
  • A registered pixel shader is later drawn with different state (DB_SHADER_CONTROL=0), so the prepared variant is missing and the game stops at about 55-64 s. Thread
  • The picture goes black after the logos; cause unknown (loading, undecoded intro movie, or rendering). A color-views-of-several-array-slices limit (#2102) also stops some runs earlier. Thread

How it got here

  1. Bring-up thread opened: main fails to load (missing mlock/munlock); a stack of fixes then reaches shader registration and first draws. Source
  2. First frames presented on a stack of about 15 PRs: splash with Ratchet's face, PlayStation Studios logo, then black, at about 33 frames per second. Source
  3. Thread-ID layout fix merged: the game read it from the first field of the thread object and crashed about 19 s in. Source
  4. Conservative-rasterization setting the game writes on its first draws is accepted (merged). Source
  5. Shaders that cannot be prepared at start-up are deferred to first use (merged). Source
  6. Stack overflow in shader registration on the game's small thread stacks is reported (since #1988); later closed as fixed. Source
  7. Fix merged for hinted memory maps placed above the game's 64 GiB reservation. Source
  8. New crash about 40 s in, where the AMM range overlaps the game's own memory maps (RTX 5080). Source

Tested hardware

PCResult
Linux (CachyOS, kernel 7.2.9) / Ryzen 7 7800X3D / RX 9070 XT (RDNA4), RADV Mesa 26.2.4, headless gamescopeAbout 33 presents per second for 6 minutes on the test stack; splash and PlayStation Studios logo, then black.Report
Linux (CachyOS) / RX 9070 XT, RADV Mesa 26.2.4With a probe preparing the missing pixel-shader variant: runs 240 s with no stop; the intro and Insomniac logo render, then black.Report
Linux / RTX 5080Segfaults about 40 s in on main 91b13413.Report