PS5 Pro Internal Resolution vs Upscaling: Why Developers Still Push Higher Pixels
Advanced upscaling technologies enable lower internal resolution while maintaining high visual fidelity and freeing GPU resources for enhanced effects.
Hardware by Katmin on Apr 24, 2026
Upscalers have changed the conversation around modern rendering technology. PSSR, DLSS, and FSR are new means of rendering that are changing how games handle internal resolution and visual quality. Instead of just adding more pixels to the problem, developers can employ AI-based methods to make fewer pixels and then make them bigger to get a higher resolution.
This makes us wonder: should game developers keep working on higher internal resolutions, or should they use aggressive upscaling to free up GPU resources for other tasks?

The Pixel Quantity vs Pixel Quality Debate
In the end, the argument comes down to a choice between the number of pixels and the quality of the pixels. PSSR is intriguing since it lets you have a lower internal resolution and a better final image. By lowering the amount of pixels, more processing power may be employed to make each pixel look better with better lighting, ray tracing, and other effects.
We see that with new scalers such as PSSR2, FSR4 or DLSS4, we don't need such high internal resolutions anymore. In the past, to get a convincing 4K image, you needed an internal resolution of 1440p or more. This was necessary to prevent artifacts and jitter. Today, lower internal resolutions can still yield stable, sharp images.
But higher internal resolutions (such as 1440p before PSSR) can seem like a waste of resources. That extra GPU performance could be used to boost ray tracing samples, add more effects, or enhance image quality.
The Limits of Aggressive Upscaling
However, there are limits to how low internal resolution can go. If the internal resolution is too low (below one-quarter of the output resolution), problems arise. Some effects are resolution dependent, and when they are not, they look inconsistent.
You begin to see issues like: Ray-traced objects looking low resolution or grainy, Surface details looking unstable or "sparkly", Post-processing effects not matching the final output quality
Some games handle this better than others. Some games can upscale aggressively at 60fps with good image stability. Others don't, especially when ray tracing reflections or other effects are resolution dependent.
So while aggressive upscaling works, and works very well, it's not a panacea. There is still a need for balance.
Why Developers Still Increase Internal Resolution
There is no one way to use additional GPU power. If a developer does not have other significant effects to add, such as improved ray tracing or new visual effects, then boosting internal resolution is the simplest approach.
In terms of development, increasing internal resolution is:
Simple, Safe, Always improves clarity
When changes to shadows, reflections, or other settings would make little difference, boosting resolution is the way to go. While not the most resource-efficient, it is certainly safe.
When Lower Resolution is Better
We tend to prefer lower resolutions when it allows us to use the GPU for more important things. If lower resolution means better ray tracing, more stable lighting, or better effects, then it's a worthwhile trade-off.
Extreme scaling (864p rendered and upscaled to 4K) can look very clean with PSSR. At typical viewing distances, the image can remain sharp, edges can remain stable, and artifacts can be reduced. This can work very well for many rasterized games.
But the best approach is not to arbitrarily reduce resolution. Instead, it's better to: Set a target performance (e.g. 60fps), Lower internal resolution if necessary, Use the extra GPU power to improve visuals
This results in a more well-rounded and visually appealing game.

The Missing Piece: Ray Reconstruction
A key missing feature is the lack of ray reconstruction on console platforms. Although upscaling has advanced, ray tracing still does not have a comprehensive solution that improves quality and stability.
Ray reconstruction can significantly enhance ray-traced images on other platforms, removing noise and adding detail. But it is often only applied in a limited way, sometimes only to path-traced modes.
A more versatile and consistent approach to ray reconstruction would enable developers to go even lower with internal resolutions while maintaining quality.
Looking Ahead
We're likely to see lower internal resolutions and upscalers become the norm. With better hardware and reconstruction algorithms, rendering fewer pixels and upscaling them intelligently will remain superior to rendering more pixels.
Developers will still need to make choices, but the future is clear: better, not more.
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