Portal

The rumours persist and our own sources concur: Sony is working on a new handheld. Prospective specifications have been leaked, indicating that the machine is very forward-looking, while at the same time potentially offering an exciting range of backwards compatibility options: a portable PlayStation in your hands with access to multiple generations of titles. The opportunity for Sony is immense: select PS5 and maybe even PS6 titles running in handheld form, with the potential for full PS4 backwards compatibility.

From a technological perspective, the most plausible leaks for the handheld come from X and NeoGAF poster Kepler_L2, who has a proven track record for reliable information based on his accurate pre-announcement leaks on the PlayStation 5 Pro's main processor. According to this source, the PlayStation handheld is based on a custom AMD processor codenamed "Canis". It features a four-core, eight-thread CPU cluster based on the Zen 6c architecture, paired with an RDNA 5-based integrated GPU core with 16 compute units.

The processor is expected to operate at a 15W TDP, but with rumours of a USB-C output for "docking" support, that TDP could be bumped up for higher performance when connected to an external display, similar to Nintendo Switch 2.

Again, according to Kepler_L2, the Canis processor features a 128-bit memory interface paired with 16GB of high-speed LPDDR5X, with approximately one third of the bandwidth of the standard PlayStation 5 - which would give a figure of 150GB/s. Memory bandwidth has been a profound limiting factor for handheld systems and based on these unconfirmed specs at least, Sony looks to overcome it with a number of mitigation strategies.

We should expect to see the "Universal Compression" system Mark Cerny talked about in the recent Project Amethyst update, which will be augmented with 16MB of MALL cache (known as Infinity Cache within AMD's PC processors) within the SoC.

Beyond that, little more in terms of plausible information has leaked, except that the Canis processor will use some form of the 3nm process from TSMC. By comparison, PS5 Pro uses TSMC's 4nm process, with the standard PS5 on 6nm. With 3nm, Sony can squeeze more transistors onto the silicon and improve power efficiency compared to existing hardware. The improvement should be profound.

While the new handheld is slated to use AMD's new RDNA 5 architecture, it should be backwards compatible with the x86 CPU and AMD Radeon graphics technology used in PS4, PS4 Pro and PS5. While PlayStation 3 back-compat will remain problematic owing to its exotic architecture, existing PS1 and PS2 emulators running on PS5 should also operate just fine on the new handheld. In theory then, Sony could create a portable games machine with prolific access to a vast majority of the PlayStation library with the possibility of also running PS6 games.

Here's how Sony's most demanding games could run on a low-power handheld.

PlayStation 5: Is "Power Saver" mode laying the groundwork for handheld ports?

Our information is that Sony is looking for the handheld to run PlayStation 5 games. However, the PS5 itself is simply too powerful for its games to run on the handheld "as is". The firm's recent "Power Saver" mode may indicate how Sony is looking to address this. In both public and developer disclosures, Power Saver is described as a purely green endeavour, with game support only optional for developers. Based on our tests, games are nipped and tucked to reduce the PS5's power consumption by 50 percent. However, it is the nature of the spec reductions that is fascinating.

Based on our own information derived from developer disclosures, Power Saver mode cuts back the PS5's eight core, 16 thread configuration to just four cores and eight threads - a match for Kepler_L2's leak for the handheld's CPU set-up. Meanwhile, bandwidth is cut from 448GB/s to around 224GB/s. This is much higher than the mooted handheld's 150GB/s, but remember that PS5 does not have Infinity Cache, nor does it have the Universal Compression system in RDNA 5.

Power Saver mode cuts back PS5's GPU clock speeds to what is described as their "base" frequencies. What those frequencies actually are is undisclosed. Based on how Sony's first party developers have used Power Saver mode, this appears to offer just over half of the standard mode's performance.

Many of the Power Saver games run at 1440p resolution, which seems very high if this is a dry run for the handheld, but there are a couple of potential explanations: firstly, it could represent the "docked" output of the handheld. Secondly, Power Saver may simply be a halfway step with further resolution reductions introduced for actual mobile play.

Our coverage of Power Saver mode saw the PS5 still consume around 90W-115W of power. This is way too much for a handheld, but this is not a fair comparison with the prospective power draw of next-gen mobile hardware. The handheld uses a far more advanced, much more efficient chip production process than the standard PS5. The GPU architecture is much more advanced. And of course, 1440p resolution may not be the target for the handheld. Even if that's the output resolution, 720p upscaled via PSSR could reduce power draw significantly.

In short, while we don't expect every PS5 game to come to the handheld, we believe that the system is capable of hosting very, very close ports.

PlayStation 4: Access to the entire library of games?

The most plausible screen resolution for the upcoming PlayStation handheld would be 1080p - and full HD became the standard for Sony hardware with the arrival of the PS4 in 2013. This system featured eight low power, low performance AMD "Jaguar" CPU cores clocked at 1.6GHz paired with 18 AMD compute units based on the GCN architecture running at 800MHz. The machine shipped with 8GB of GDDR5 memory.

By today's standards, those specifications are highly modest compared to expectations for RDNA 5 - and there's a good chance that the entire PlayStation 4 library will run out of the box on the handheld. The only defining limitation would be that you'd be reliant on your digital library of games. Obviously, physical discs would be problematic, but existing digital purchases and indeed the PlayStation Plus game catalogue would instantly open up a vast array of games to play. What's genuinely exciting about this is that the PS4 library is absolutely fantastic and would present beautifully on a mobile full HD display.

This is probably asking too much, but you have to wonder if a prospective docked configuration could open up support for PS4 Pro backwards compatibility.

PlayStation 6 game support: could the handheld handle it?

This is where things get potentially complicated. In favour of the concept of PS6 games running on the handheld is that we would expect to see close architectural similarities between the portable and the home console. On the flipside, the performance gulf between them will be substantial, similar to comparing Steam Deck's RDNA 2 graphics with PlayStation 5's. With that in mind, there may be PS6 games - particularly later on in the console's lifecycle - that have no hope of running on the portable machine.

In this respect, we need to place the arrival of the handheld into the expected state of the market it launches into. Games are becoming increasingly more expensive to make. Factoring in support for PC, they are expected to run on an extremely wide range of hardware. More than one key source has told us that we should expect the next generation to run parallel with the current generation for much longer than PS4's overlap with PS5 - an extended cross-gen period, if you will.

With that in mind, our contention is that if a PS6 game also has to run on PS5, the chances are that we'll see those games also ported to the handheld. Assuming there's broad parity in system features between PS6 and the portable, it may even be the case that the handheld's lifecycle extends beyond PS5.

An immense opportunity for Sony

Our information says that internally, Sony is overwhelmed by the success of the PlayStation Portal streaming device. Just recently, the firm revealed that it is by far the most popular Remote Play hardware used by PlayStation gamers. On the surface, that may not be surprising, but it is when you consider that virtually every mobile phone and PC also has access to that functionality. The market has spoken and clearly it wants portable PlayStation hardware.

As with any new piece of kit, the success of that hardware comes down to the quality and quantity of games - and the leaked specifications create a sweet spot for Sony: the horsepower is there to run legacy emulators for the earliest PlayStations, while RDNA 5 will provide full backwards compatibility for the PS4 era. ISA compatibility with PS5 should open the door to adapted titles running on the system with the Power Saver mode perhaps providing some kind of early preview on how developers will need to cope with the reductions in spec.

Finally, looking to the future, the fundamental building blocks of the RDNA 5 architecture - as discussed in the Project Amethyst update - should have much in common with whatever Sony is cooking up with PlayStation 6. Direct ports won't work owing to the massive horsepower differential, but a shared development environment with broadly similar hardware features should allow for the possibility of some games running on both systems.

According to Microsoft's Phil Spencer, Sony won the last console war owing to the vast PlayStation user base with a library of digital purchases that would carry forward to the next generation and beyond. And from a feasibility standpoint, being able to access that library alongside future games in a PlayStation handheld would be a highly compelling proposition. That's what's theoretically possible - and it'll be fascinating to see how the final product matches up.