According to reports, the Creative Director of Sackboy: A Big Adventure has suggested that the game might not run at a native 4k on PlayStation 5, he affirms that the vision of PlayStation Studios was to make the game feel fluid and maintain 60 FPS.
“I’ll be entirely honest with this: I do not know what our final resolution is on PS5 [laughs],” the developer tells us when we asked if the game was able to hit 4K and 60FPS on the PS5.”
“So, 60[FPS] was our priority … It’s all about having the most responsive character we could. We do use dynamic resolution scalings to ensure that the 60 is consistent and smooth. But what I can tell you is that this game does look amazing on a 4K TV, and I look forward to players seeing that.” Said Ned Waterhouse during an interview with GamesRadar.
Dynamic resolution scalings are often used by developers to make sure that the game looks good at higher resolutions when the graphics are demanding, or the hardware is limited. During the Game Developers Conference of 2011, Intel explained how the technique is used:
Dynamic resolution rendering involves adjusting the resolution to which you render the 3D scene by constraining the rendering to a portion of a render target using a viewport, and then scaling this to the output back buffer.
Graphical user interface components can then be rendered at the back buffer resolution, as these are typically less expensive elements to draw. The end result is that stable high frame rates can be achieved with high quality GUIs.
It’s important to mention that Sackboy: A Big Adventure will also launch for PlayStation 4, a console significantly less powerful when compared to PlayStation 5, this means that team blue fans must not feel disappointed as the game will not showcase take the best from the new hardware.