This is an area of active development that will continue to see improvement.
This is an area of active development that will continue to see improvement.
At these pixel sizes (except 125%), it is irrelevant. MacOS and iPhone do exactly the same for years, and nobody was ever bothered.
> along with the performance overhead.
By the increased resolution of the framebuffer; the scaling itself is done by hardware (and here I do not mean GPU; I mean output encoder).
Oh, it does. The framebuffer is integer scaled, but the physical display has different (lower) resolution. As I wrote above, this mismatch is handled by the output encoder.
> Macs are all designed to run at 200%, though you can set it to 175% or 150%.
Macs since around 2016 ship with ~175% default.
Again, the framebuffer is integer scaled (make a screenshot and see for yourself), and then fit to the display with lower resolution.
They do not support 150% or 175% though; these numbers are never shown in UI, just some description like "more space". This is not just Apple-esque hiding of everything that might sound technical; they really do not support 150% or 175%. In reality, it is more like 177,78% or 152,38%; they get something out of it, but that is a different topic.
It is exactly the same approach that Gnome / Mutter uses for fractional scaling. Except that Mutter did the mistake with exact scales.