Topic on User talk:Garrett
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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:
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- 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.