Additional types of scaling
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)
Why is it called Hor+? The abbreviation for horizontal is usually horiz, like on old tv dials.
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.
Intel section, scaling methods, NN + IS
Source I had found, seems pretty new. Maybe it is of use to you here? About nearest-neighbor interpolation and integer scaling on Intel Graphics: https://web.archive.org/web/20190926105435/https://software.intel.com/en-us/articles/integer-scaling-support-on-intel-graphics
This feature on Nvidia and AMD drivers is relevant for this article. A guide or optimal settings will be useful.