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Topic on User talk:Garrett

When it comes to downscaling, NVIDIA/AMD's solution works similarly to GeDoSaTo, except NVIDIA/AMD are able to do it on the driver level as opposed to a purely software level. To quote the author of GeDoSaTo:

However, the largest advantages of a driver-based method are the following:
  • Compatibility - since you can act after the 3D API, and not on its level, you get compatibility with any API, including all versions of DirectX and OpenGL.
  • Input Independence – a lot of the hard parts both in writing GeDoSaTo and in configuring it come with making mouse input work, since the OS knows it’s actually running at resolution X while the game thinks it’s running at Y. When operating on the driver level, OS and applications will be on the same page again, removing a major source of issues and need for implementation work.
These are things which are far harder to achieve in GeDoSaTo, and will likely never be possible on the same level.

While I don't believe a guide is really needed, I do believe a glossary entry would be useful.