In the options pane, there is "nearest-neighbor" available as a scaling method. This scaling method may look best when the game is stretched exactly 2x (or more) on each axis; for example, from 640x480 to 1280x960. Every pixel therefore doubled. Not to 1080p in which case some are tripled while the rest are only doubled. I don't see integer-factor scaling (e.g., 2x, 3x, etc.) in the options, besides "stretch to fill screen." Is that a feature you would consider worthy of an implementation?
It's already planned for the upcoming DXGL config app (the current one is deprecated and won't get any new features) as Primary buffer scaling. However, I will consider adding integer output scaling.
I have added fixed scaling to the UI for the upcoming DXGL config app. Please not that this will not appear in the current version because it has been deprecated and is only on maintenance support until the new tabbed UI becomes functional. This bug report will remain open until both the new DXGL config app and the fixed scaling functionality are in place.
Great! but could you explain what you mean by "fixed scaling?" And (b), if games (using GL_NEAREST in DXGL in addition to 2x scaling) that way output images which are indistinguishable from double-scaled (through the no-interpolation-scaling feature of the GIMP) images of the game running natively (without DXGL, for example), then my hat's off to you!
Just wanted to note that this feature will be popular, as users all around serious forums have been seeking this for more than a decade. All other current means to integer-factor scale seem to have their caveats, such as the NVIDIA panel which still interpolates on 2x in which case it should offer nearest-neighbor as an option. I won't be adding further, since I recognize this is not a place for such a discussion. Less blurriness, for more clarity of mind! Kudos...
This change is now in progress; one implementation has been added in DXGL 0.5.11 and another method will be added in DXGL 0.5.13.
Closing bug as it was fixed a while ago.