If you're running ZDoom in windowed mode and enable pixel doubling, the window ends up using the virtual width/height rather that the real values, meaning all you end up with is smaller screens rather than super sampling (well, sub sampling technically). This also means that running a real resolution of 1280x720 and -4 division causes ZDoom to fail creating the screen as it's vastly too small.
As an aside, the reported error uses the real resolution, while all the listed resolutions in the video menu use the virtual ones (even in fullscreen), making it tricky to tell what resolution you're actually picking.
Windowed mode and pixel doubling conflict poorly
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Re: Windowed mode and pixel doubling conflict poorly
Well... pixel double was introduced specifically for fullscreen by silently halving the reported resolutions and then doubling up the pixels right when copying it to the screen. Not sure it's really worth changing when you can get the same effect in windowed mode just by dragging the window larger.
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Re: Windowed mode and pixel doubling conflict poorly
Well, besides that being imprecise and tedious to do each time.
Having run ZDoom in a maximized window (on 5:4), I can say that arbitrary stretching is very strange.
Having run ZDoom in a maximized window (on 5:4), I can say that arbitrary stretching is very strange.
Re: Windowed mode and pixel doubling conflict poorly
I agree with NeuralStunner - it would be great to see ZDoom do it automatically, even if only optionally. Having the computer do it just makes it look better, and the pixels end up being more even. When I do it manually, the stretching looks bad in the end.