Point was 1440p 30fps will get scaled down to something in the range of 720p 30fps, instead of 1080p.
1440p scaling down to 1080p only decreases the resolution by a factor of 1.77 and by current knowledge isn't doable with 1/3 of the same FLOPS on the same architecture.
And as I pointed out. Resolution isn't the only thing that scales. It's possible to run a game that barely hits 60 FPS at 1440p on a RTX 2080 Ti and run the exact same game at 1440p/60 on a Radeon 5500 XT. Resolution isn't the
only thing that can scale. There are plenty of other things that can scale that affect the rendering performance in a game.
Everything I run on my 1070 is at 1440p or 1600p at 60 FPS. I just don't run them at the same ultra settings that most sites use to benchmark a 2080 which can struggle to hit 60 FPS in those same games at benchmarked settings. It's pretty trivial to scale settings down. Or for some people they choose to keep higher settings and instead scale resolution down.
If straight resolution scaling doesn't give a developer the performance they want, simple *.ini config tweaks can likely get them the performance they want. After all a 200 mhz difference in CPU speed is unlikely to require much adjustments. As that is the max CPU speed on the PS5, multiplat developers might just choose to target that CPU speed and thus it isn't a problem. The rest of it, memory deficit, speed and GPU rendering power are all graphics scaling options. Something any multi-platform developer will have plenty of experience adjusting. And in most cases it'll be as simple as *.ini config tweaks to get the performance desired at the resolution desired.
Memory usage scales with resolution in addition to texture and general asset quality. While SFS allows for efficient streaming of 4k quality assets, there's no need to even include 4k quality assets for a game targeting 1080p. MS has smart delivery in order to have a console only download what is required for the console it will be used on. This means smaller drive requirements as well as a smaller memory footprint.
What happens when XBSX and PS5 struggle to hit 1080p on an unknown future game?
Well for one, I'd be shocked if any XBSX or PS5 game struggles to hit 1080p.
The PS5 is likely to struggle in multiplatform games more than the XBSX. So, it's certainly less of a problem for XBSS to hit target resolution and framerate if the PS5 is struggling than if the XBSX is struggling.
If the PS5 is the lead platform for next gen, it'll certainly be easier to scale the game to both XBSX and XBSS. If the XBSX ends up being the lead platform for next gen and it struggles, then a developer would have to chose between dropping below 1080p on XBSS with same graphics quality or lower some graphics IQ settings and keep 1080p.
Regards,
SB