System Requirements & Port Options
Hardware specifications, 4.5 GB disk layout, Bevy wgpu graphics backends (Vulkan, DirectX 12, Metal), and every in-game Port Option in ReRAC (v0.3.9-alpha).
- Vulkan · DirectX 12 · Metal
- 4 GB RAM min · ~4.5 GB disk
- 416p–2160p + Fill ultrawide
- 2x / 4x / 8x MSAA

Minimum & recommended PC specifications
Because ReRAC compiles Ratchet & Clank’s logic into native Rust systems rather than emulating the PS2’s dual-core vector units and Graphics Synthesizer over PCIe, CPU overhead is dramatically lighter than software-heavy PS2 emulation while GPU load scales cleanly with internal resolution and MSAA.
| Component | Minimum Target | Recommended (1440p / 4K / Enhanced) |
|---|---|---|
| Operating system | Windows 10/11 64-bit, 64-bit Linux (x86_64), SteamOS 3.x | macOS 13+ on Apple Silicon (M1–M4, primary dev target) or Windows 11 / Linux x86_64 |
| Processor (CPU) | 64-bit quad-core x86_64 or Apple M1 | 6-core+ modern desktop/mobile CPU or Apple M-series for multi-threaded Bevy task pools |
| Graphics (GPU) | wgpu-capable GPU with Vulkan 1.2+, DirectX 12, or Metal | Dedicated Vulkan / DX12 / Metal GPU (GTX 1060 / RX 580 / Arc / Steam Deck RDNA2 / Apple M1+) for 1440p–2160p + 4x/8x MSAA |
| Memory (RAM) | 4 GB system RAM | 8 GB+ system RAM |
| Disk space | 4.5 GB free space for games/rac1/data/ + ~150 MB for versions | SSD or NVMe storage (completes 4 GiB ISO extraction in 3–8 seconds; adds ~3.5 GB if exporting assets) |
| Disc image | Your own Ratchet & Clank (2002) NTSC-U SCUS-97199 v1.00 plain .iso | Same (no PlayStation 2 firmware files needed) |
Bevy & wgpu graphics backends (Vulkan, DirectX 12 & Metal)
ReRAC’s renderer (crates/rc-engine) is built on Bevy’s wgpu abstraction and custom WGSL shaders (tfrag, tie, shrub, moby, sea, hud, and aa_blit):
- Windows (Vulkan & DirectX 12):
wgpuselects Vulkan or DirectX 12 automatically. An open upstream pull request (Launcher PR #7) adds an explicit graphics-backend selector in the launcher for dual-GPU laptops. Note that older integrated GPUs with incomplete Vulkan/DX12 drivers, such as Skylake-era Intel HD Graphics 520 (Launcher Issue #11), may fail device creation if drivers are outdated. - Linux & Steam Deck (Vulkan): Runs over Mesa RADV (AMD / Steam Deck), ANV (Intel) or proprietary NVIDIA Vulkan drivers.
- macOS (Metal): Runs natively on Apple Metal. Note that Apple Silicon GPUs expose
2xand4xmultisampling for ReRAC’s world attachments (8xMSAA is hidden automatically when hardware does not advertise it).
Disk space breakdown (~4.5 GB + optional exports)
- Tier 0 verified disc files (~4.0 GiB):
2,937raw slices copied from yourSCUS-97199ISO intogames/rac1/data/alongsidetoc.binandextract-info.json. - Tier 1 engine cache (~438 MiB):
134WAD-decompressed files stored undergames/rac1/data/cache/v1/so levels load without re-decompressing PS2 streams every boot (can be bypassed for testing viaRC_CACHE=0). - Engine binaries (~85–130 MB unpacked per version): Stored in
versions/. Old alpha builds can be deleted from Settings → Version Management at any time. - Optional Tier 2 asset export (~3.5 GB, ~60,000 files): Written only if you run ⋯ → Export assets… with
allselected.
All 9 in-game Port Options explained
Every graphics option in Pause → Options → Port Options follows one strict architectural rule documented in docs/plan/graphics_options.md: options change only what is drawn and never mutate deterministic 60 Hz gameplay state. Values persist in settings.toml.
| Port Option Row | Available Values | Technical Effect |
|---|---|---|
| Preset | Original / Enhanced / (Custom) | Original matches PS2 TV output; Enhanced sets 4x MSAA, Far LOD, Smooth textures, and high-res HUD. |
| Anti-aliasing | Original / Off / 2x / 4x / 8x | Original runs the PS2 GS full-screen bilinear blits (aa_blit.wgsl); 2x–8x enables hardware multisampling where supported by your GPU (Apple M-series caps at 4x). |
| Detail distance | Original / Far / Farther / Maximum | Scales tfrag, tie, moby and shrub LOD thresholds by ×1, ×2, ×4 or ×1000 without altering gameplay culling rules. |
| Texture filtering | Original / Smooth / Sharp | Original uses the exact PS2 GS depth mip rule; Smooth blends mip levels; Sharp applies GPU footprint mips with 16x anisotropic filtering. |
| HUD | Original / Sharp pixels | Original composites the 512×416 screen with bilinear scaling; Sharp pixels uses crisp nearest-neighbor composite scaling. |
| Shadows | On / Off | Toggles character and moby projected shadows (default On). |
| Aspect ratio | 4:3 / 16:10 / 16:9 / Fill | 4:3 preserves the original TV frame; widescreen and Fill ultrawide widen the horizontal field of view (Hor+) while keeping pause/title menus centered in 4:3. |
| Resolution | Window / 416p / 720p / 1080p / 1440p / 2160p | Sets internal vertical frame resolution at the chosen aspect ratio, or matches your window natively (Window). |
| Fullscreen | On / Off (F11) | Toggles borderless fullscreen on the active monitor. |
Recommended PC controllers
ReRAC maps PlayStation 2 face buttons, bumpers, triggers and twin analog sticks by physical position across connected gamepads, with multi-controller detection and Linux 8BitDo mapping fixes in v0.3.8-alpha:
| Controller | Best For in ReRAC | Hardware Advantage | Link |
|---|---|---|---|
| Sony DualSense | Authentic PlayStation button layout | Symmetrical twin sticks matching DualShock 2 muscle memory + crisp D-pad | View on Amazon |
| 8BitDo Ultimate 2 Wireless | Linux, SteamOS & Windows desktop | Zero-drift TMR sticks, charging dock, verified Linux button mapping in v0.3.8-alpha | View on Amazon |
| GameSir Cyclone 2 | Precision 3D platforming & strafing | TMR sticks, hair-trigger locks for L2/R2 Thruster-Pack strafing, 1000 Hz wireless | View on Amazon |
| Xbox Wireless Controller | Plug-and-play Windows 10/11 | Native Windows XInput standard with positional face-button mapping | View on Amazon |
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Common questions
Does increasing Detail distance or Resolution affect enemy AI or physics?
No. ReRAC keeps gameplay simulation and visibility flags deterministic at 60 Hz regardless of Port Options. Setting Detail distance to Maximum (×1000) forces highest-detail tfrag, tie, moby and shrub meshes visually while every joint and moby update runs identically to Original.
Can ReRAC run above 60 FPS?
The original PS2 game’s physics, animations and timers tick at a fixed 60 Hz, and ReRAC paces presentation to 60 FPS by default (fixing fast-forward behavior on high-refresh monitors without VSync in v0.3.6-alpha). Developers benchmarking GPU headroom can pass RC_NOVSYNC=1 or RC_FRAME_CAP=0, though gameplay speed follows tick pacing; high-refresh frame interpolation is tracked in Launcher Issue #15.
Why did older Windows builds show a black screen on startup?
In v0.3.1-alpha, constraining Bevy’s task pool to 3 threads (RC_THREADS=3) starved render initialization on some Windows Vulkan systems, and initial startup could show a black or purple frame before v0.3.5-alpha. Updating to {TAG} resolves both.