I found a temporary solution but I can't help but wonder why there isn't more documentation or a more active community.
Anyway, it's nice to see this thread has gone back to being fairly active, even if I can't really participate in most of the conversation. I guess the only solution is to keep trying to start my own!
So if you have a game that's running at say 640 x 360 and you have a fullscreen option, which would you make the default:
Scaling exactly to the largest integer multiple of the size that the display can handle ie on a 1366 x 768 display the game doubles to 1280 x 720 with the content centered.
Stretch that shit out so that it fits the screen (but keeps aspect ratio, of course)
My problem is that for the example on the former it looks fine but if the display is just under the tipping point for the next scale up there's a ridiculous amount of black space around the game, like, more space is empty than full. If I fit it to the screen though things look really weird, so for example with a pair of 2x2 pixel eyes one might look 2x2 and the other will look 1x2, apply this to everything on screen and it's almost vomit inducing, but then of course if I magnify linear...ly(?) Shit gets all blurry of course and that just does not fly.
Then of course theres the final option which is to straight up change the base size according to the display, so on a 1152 x 720 display I'd change the viewable area to 576 by either 360 (which messes up the aspect ratio) or 324, which preserves the aspect ratio but reduces the viewable area from 90% to 81%, and I feel like that's unfair?
Now to go and pray for a reply