But choosing a resolution that's an exact fraction of 1920x1080 isn't a
solution, because then the scaling will still appear jagged/uneven on monitors
of other resolutions.
The new fractional-bilinear scaling in gfx_sdl2 is a complete solution because
it gets rid of the unevenness completely.
As I am very stupid, I spent a bunch of time wondering why it couldn't scale
properly only due to the fact that 320x6=1920... ignoring the fact that the
height would be 1200, over the 1080 limit. I kind of just assumed the default
resolution would be perfectly scalable and never questioned it
320x200 (8:5) and 1920x1080 (16:9) are different aspect ratios, so you should
see two black bars at the left and right of the screen when fullscreened.
Right? Fullscreen on that monitor, the zoom ratio should be 5.4x. Using naive
scaling (as in gfx_sdl2 in the hróðvitnir version) that should
I was unable to find anyone else mentioning this, so I am a bit confused. The
image, even when at the default 320x200 resolution, is very improperly scaled
in fullscreen mode, with pixels noticeably bigger or smaller than others, and
it is very distracting. Text looks very bad with this.
Is