@subs
All you wrote is ok.
If we want to use overlay all around the game screen, it's better to use Interger Scale.
But if we want bigger or thinner overlay, we must disable Interger Scale.
As several consoles haven't square pixels, we must disable Integer scale.
First, we must do a choice. What do we want ?
- The best quality with vertical integer scale ?
- The bigger screen with 4/3 ratio respect ?
- The more space possible for overlay ?
Is the overlay will be enabled game by game ?
Or console by console ?
I don't know what people wants.
Most people are not interested in all that we say here. They just want nice quality games and fun.
For Arcade games, is more difficult.
There's several resolution but we can keep 4/3 aspect ratio (or 3/4).
Another problem is RetroArch crop the game screen.
Some NeoGeo game use 320x224 and other 304x224 but RetroArch resize the screen.
Some game (like Sega M.S.) have a "no pixel area border" on left.
I think we must define a generic viewport of 4/3 with enough space for overlay.
Pixel Perfect and Integer Scale are 2 differents things (for me).
Integer Scale means that all honrizontal pixels have same size, all vertical pixels have same size,
But honrizontal size and vertical size of a pixel can be different.
On my Bartop, one NES pixel is 5 native pixels (honrizontal) and 4 native pixels (vertical).
Pixel Perfect means all pixels have same size, honrizontal = vertical.
Pixels are square.
Recalbox wiki say Integer Scale = Pixel Perfect.
Why not. It's ok for me. But i prefer use Interger Scale.
Pixel Perfect is for browser or photoshop users...
@screech
Yes, it's very complicated.
Shall we try and compare quality overlays.
I will try your new UXS soon...