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Soundwave said:

And while people will say "you can't just scale GFLOPS and RAM bandwidth like that", it is still true that rendering any game at 1/4th or 1/3rd the resolution requires a massively lower amount of hardware resources any way you slice it. 

It is less demanding in terms of pixel fillrate and framebuffer size, but those aren't the only possible bottlenecks games can run up against. For instance, you couldn't run Uncharted 4 on Wii U, even at 480p, because you wouldn't have enough CPU power to run all the physics/simulation/AI/animation, you wouldn't have enough RAM to store all the assets, etc.