| 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.







