So at this point, we have a PlayStation 5 launch title that looks terrific, but let's not forget that this game runs on PS4 consoles - Pro and Amateur alike - so seeing how Sumo scales between the consoles is a fascinating exercise. Let's start with the traditional metric: resolution. Through testing, I found that the average resolution settled around 75% of 4K - 1620p, with the potential for dynamic resolution scaling. Unreal's temporal anti-aliasing and super-sampling combines with this to create a mostly smooth looking game. As you might expect, there are big cuts as we transition to the current-gen platforms - PS4 Pro seems to settle at 1080p, with the vanilla PS4 seemingly operating closer to 720p. If this sounds really low, remember that this is a game where PS5 is the showcase target, and we should also factor in that the needs of Unreal Engine 4. With so many of its features exercised, something has to give - a state of affairs we've seen on many current-gen UE4-based titles.
What we have here is an example of a game neatly scaling over seven years and three renditions of PlayStation hardware, but it's important to stress that resolution alone is not the only point of differentiation - far from it. Sumo has strategically nipped and tucked at the presentation. The game still looks good on PS4 platforms, it still targets 60 frames per second, but head-to-head comparisons show a raft of changes - shading quality is significantly reduced, the abundance of screen-space reflections Is pared back, sun rays are removed resulting in dramatically different lighting in some places and even the materials work is tweaked.