@LooneyMango
Fair points, but here’s why the leaks you cited are optimistic and why the handheld running PS4/PS5 titles by default is unlikely.
Patches and compatibility layers are required
Console compatibility that looks seamless is usually the result of engineering work. If a PS5 game is expected to run on a lower-power handheld, developers must either ship a build tuned for that device or Sony must supply a compatibility layer that translates calls and shaders. That takes patches and testing. It is not something that magically appears without developer involvement.
Different hardware = different constraints
PS5 games are written for a specific balance of CPU cores, GPU throughput, memory bandwidth and ultra fast NVMe I/O. A handheld has a much lower power envelope, fewer effective cores, lower memory bandwidth and much slower storage streaming. Those differences are not just “lower resolution”; they change how the game schedules threads, streams assets, compiles shaders and uses the GPU. Some systems and optimizations simply do not translate without reworking code.
Shaders, binaries and platform-specific optimizations
Modern consoles rely heavily on precompiled shaders, platform drivers and engine optimizations. Moving to a different GPU architecture requires shader recompilation and sometimes reworking rendering paths. That again implies developer time or a robust translation layer with runtime cost.
Steam Deck is not a direct comparison
Steam Deck runs PC builds that are already architected for variable hardware and has a huge PC ecosystem supporting different GPU drivers. Many PC ports are also optimized for x86 CPUs. That makes Deck a useful point of reference but not proof that a PS5 game will "just run" on a low-power handheld with a different SoC and memory subsystem.
Business incentives matter
Sony and third party publishers want to sell software. They will not typically let full PS5 releases run on a cheap handheld by default if that undermines console sales or software revenue. If handheld support appears, expect it via patched or separate releases, downgraded versions, or a paid tier like cross-buy or a specific handheld SKU. Publishers will only agree if it fits their monetization strategy.
Bottom line: it is plausible a Sony handheld could run adapted PS4 or simplified PS5 versions, but only with developer support, patched builds or a fairly sophisticated compatibility layer. It is not realistic to expect full PS5 binaries to run out of the box on a much weaker handheld without tradeoffs or deliberate business decisions.
A PS6 handheld doesn’t make much sense. It will most likely be an independent device, similar to the PS Vita, sharing the same APIs, libraries, and shader compatibility. It might also support cross-buy functionality. However, I doubt the handheld will be powerful enough to scale to next-gen console performance or emulate previous systems like the PS5 or PS4.
It wouldn’t make much sense in the first place for Sony to create a device solely to run console games, since the company and its partners aim to profit primarily from software sales. This device is also most likely being developed with the Japanese market in mind, where Sony has been steadily losing ground in recent years.
Comments 2
Re: In Theory: Could Sony's next-gen handheld run PS4, PS5 and even PS6 games?
@LooneyMango
Fair points, but here’s why the leaks you cited are optimistic and why the handheld running PS4/PS5 titles by default is unlikely.
Patches and compatibility layers are required
Console compatibility that looks seamless is usually the result of engineering work. If a PS5 game is expected to run on a lower-power handheld, developers must either ship a build tuned for that device or Sony must supply a compatibility layer that translates calls and shaders. That takes patches and testing. It is not something that magically appears without developer involvement.
Different hardware = different constraints
PS5 games are written for a specific balance of CPU cores, GPU throughput, memory bandwidth and ultra fast NVMe I/O. A handheld has a much lower power envelope, fewer effective cores, lower memory bandwidth and much slower storage streaming. Those differences are not just “lower resolution”; they change how the game schedules threads, streams assets, compiles shaders and uses the GPU. Some systems and optimizations simply do not translate without reworking code.
Shaders, binaries and platform-specific optimizations
Modern consoles rely heavily on precompiled shaders, platform drivers and engine optimizations. Moving to a different GPU architecture requires shader recompilation and sometimes reworking rendering paths. That again implies developer time or a robust translation layer with runtime cost.
Steam Deck is not a direct comparison
Steam Deck runs PC builds that are already architected for variable hardware and has a huge PC ecosystem supporting different GPU drivers. Many PC ports are also optimized for x86 CPUs. That makes Deck a useful point of reference but not proof that a PS5 game will "just run" on a low-power handheld with a different SoC and memory subsystem.
Business incentives matter
Sony and third party publishers want to sell software. They will not typically let full PS5 releases run on a cheap handheld by default if that undermines console sales or software revenue. If handheld support appears, expect it via patched or separate releases, downgraded versions, or a paid tier like cross-buy or a specific handheld SKU. Publishers will only agree if it fits their monetization strategy.
Bottom line: it is plausible a Sony handheld could run adapted PS4 or simplified PS5 versions, but only with developer support, patched builds or a fairly sophisticated compatibility layer. It is not realistic to expect full PS5 binaries to run out of the box on a much weaker handheld without tradeoffs or deliberate business decisions.
Cheers
Re: In Theory: Could Sony's next-gen handheld run PS4, PS5 and even PS6 games?
A PS6 handheld doesn’t make much sense. It will most likely be an independent device, similar to the PS Vita, sharing the same APIs, libraries, and shader compatibility. It might also support cross-buy functionality. However, I doubt the handheld will be powerful enough to scale to next-gen console performance or emulate previous systems like the PS5 or PS4.
It wouldn’t make much sense in the first place for Sony to create a device solely to run console games, since the company and its partners aim to profit primarily from software sales. This device is also most likely being developed with the Japanese market in mind, where Sony has been steadily losing ground in recent years.
Cheers