Citatblok One that comes to mine is the scanline and mask alignment and interaction with your display’s RGB subpixel arrangement being less than optimal for the mask settings that I’m using in some of my presets.
I think it has something to do with the way the shader handles vertical alignment. With so many layers of operations going on, It is (as you say) sensitive to changes. Factor in the addition of so many things that happens automatically in regards to resolution scale and so forth.
Citatblok I have no idea what this setting does as I’ve never used it.
It was a solution recommended by c9f5fdda06. That way you still maintain correct aspect ratio, even when making screen space bigger, since it still relies on integer scaling - most people want this, so not to warp the picture, hence get the correct and authentic image.
Citatblok Is it that you’re seeing these anomolies with the Integer Scale Mode set to 1? I’m asking this because I’m seeing the bezel and reflections in your vertical pics whereas before we were advising you of settings that would disable the Bezel then allow you to expand the display area.
Unfortunately, there isn’t any “easy” option to just disable the bezel. If you look at my horizontal games, they also have a side bezel. I’m fine the way the horizontal games look. Getting the vertical games to behave, and still look correct, with larger screenspace, and still use the shader settings is not an easy thing to do.