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Glossary talk:Scaling

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Additional types of scaling

1
Aemony (talkcontribs)

Original text on this page prior to its migration to StructuredDiscussions:

Nearest: Fills entire screen without blurring, but usually results in unevenly sized pixels unless an integer scale is used, see Pixel-Perfect.
Linear: Generally blurrier than nearest, but this avoids uneven pixels and can help avoid a jaggy appearance for stuff like line art.
Cubic: Less pixelated than linear, but can suffer from minor shadowing around edges, like SMAA.
Pixel-art scaling algorithms: see Wikipedia.
--SirYodaJedi (talk) 17:19, 5 November 2018 (CET)

Aemony (talkcontribs)

Original text on this page prior to its migration to StructuredDiscussions:

Why is it called Hor+? The abbreviation for horizontal is usually horiz, like on old tv dials.

--SirYodaJedi (talk) 22:26, 22 January 2019‎ (CET)

Because that's the term WSGF opted to use in the early 2000s, and have since then become the standard term used among the vast majority of PC gamers.

-- Aemony (talk) 15:31, 24 January 2019 (CET)

Intel section, scaling methods, NN + IS

1
Aemony (talkcontribs)
Aemony (talkcontribs)

Original text on this page prior to its migration to StructuredDiscussions:

This feature on Nvidia and AMD drivers is relevant for this article. A guide or optimal settings will be useful.

The random guy was a bit overzealous about this point, but in this day and age everybody is aping at "general purpose" FSR, maybe that could be moved here? Also, I think Lanczos scaling and Sapphire TriXX deserve a mention. --Mirh (talk) 23:29, 16 August 2021 (UTC)
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