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"3:2x (intermediate integer upscale to 1920x960)" is INCORRECT
Explaination:
Integer scaling turns every pixel into a perfect square of this many pixels: 2x2, 3x3, 4x4, 5x5 and so on. The size is chosen in such a way that as much as possible of the screen area is taken up and the rest is filled with black. So for instance a game with 640x480 will be upscaled with 2x2 squares to 1280x960 on a 1920x1080 monitor, since 3x3 squares will result in 1920x1440 and that doesnt fit into a 1920x1080 monitor anymore. However on a 2560x1440 monitor 3x3 squares would work, since 1920x1440 does fit into 2560x1440. In the perfect world the square size should be chosen automatically depending on the monitor. If implementing this is to difficult or not possible then maybe letting the user select the square size by himself would also be OK.
So the mistake with "3:2x (intermediate integer upscale to 1920x960)" is this:
Integer scaling doesn't turn pixels into rectangles which are not perfect squares like for instance 3x2 rectangles, so it doesn't change the aspect ratio.
Of course you can still implement 3x2 rectangles if other users want that but that doesn't count as what people usually call "integer scaling". So this is something I would not vote for if I could. I'd vote for the true "integer scaling".
The word "integer" is actually a bit confusing in this context and easily leads to the misunderstanding that ratios like 3x2 are also acceptable, but it is not actually meant like that. It was just a poor choice of words when people invented the name. Both numbers need to be the same integer numbers.
A game should look as intended by the artist. If the aspect ratio is messed up this is no longer the case. Thus I recommend to comply with the common definition of "integer scaling" and use perfect squares only.
One of the integer scaling's intentions was to let people use their new big monitors in order to play their old games, which were never designed for aspect ratios like 16:9. So it was known right from the beginning that there will be large unused areas on the left and the right.
Of course the same main idea is applicable not only to old games, but to pixel art games in general, since many old games perfectly fit into the definition of what we call pixel art nowadays.
Out of the three major GPU companies Intel has also implemented the possibility to switch to less restricted nearest neighbor mode to get rid of the thin unused areas on the top and the bottom of the monitor, but they still kept the aspect ratio unchanged. They called it "retro scaling" and it can be switched between the restricted "integer scaling" and the less restricted "nearest neighbor" modes. However if you ask me I'd still prefer "integer scaling", because I want all the small squares to have the same size.
Is was very difficult to convince the GPU companies to implement "integer scaling" and it took many years until they did it. If the dialogue with them was easy then maybe the users would convince them to include more options like for instance more ways to tinker with the restrictions and adding scan-lines. The "true integer scaling" that I have described is just what the most users agreed on at the top priority implementation.
Keep the squares as perfect as possible, including their sharpness. Of course in order to keep their sharpness bilinear upscaling is out of question.
Maybe it's not a bad idea to let the user choose what he considers to be the lesser evil. That's what Intel did as well.
But then again giving the user to much choices is not always user friendly.
But then again it's possible to create "advanced graphical options menu" and move all the complicated stuff that inexperienced users do not want to be confused by in there.
The user get the choice between "smooth scaling" (actually bilinear) and "sharp scaling" (actually NN) with small pictures near the choice buttons that instantly show the user the difference between the two options. And if the user selects "sharp scaling" he gets the additional option to "force all the pixels to have the same size" (should be enabled by default IMHO).
But as I said I do not know whether this game engine allows all this.
I'm the author of the engine, and yes, it's trivially possible, I just need to determine a feature set before I get down to work.
I didn't play the game yet, except opening it for a couple of minutes.
I personally played the game with Lossless Scaling to force it to 3x 1920x1080 widescreen with the black areas cropped off. I know this causes a few issues with the dialog boxes (and probably your vision for the game as well), but I loved the sharp look compared to the blurry default fullscreen scaling. These pixels deserve to be seen!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2619728436
https://gtm.steamproxy.vip/ugc/1624102172384188337/4303600B35548A4B3DAFBC5FAB5D3F7AD450C96D/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Wait, so you want it integer-upscaled to a larger size than is displayable, and then downsampled again?
Would this work for 2560x1440 resolutions as well? Looked kinda off when I ran it in fullscreen. Bit blurry and huge black borders both on the sides and on the top and bottom.
https://i.imgur.com/VtVfwbS.jpg
Yes it would work for any Nx