Cbeed wrote:
What do you (or I?) mean with scaling?
Is it scaling the image output like in this case:
pixel art games like VVVVVV (mostly neares neighbor to stay edged)
or
scaling the rendering resolution:
Lets say I have two rectangles with the size 400x600px (on 800x600 res). With 1920x1080 res each gets rendered at 960x1080px.
Can the computer automaticaly do the second one for me? Is the second one perfomed in modern 3D games?
"Higher resolution->bigger view
Depends. Maybe you want one portion to be static, so you can not have it scale. Or you want another section to be scalable. For examples of what I'm talking about:
Wanting something to scale: Chat Box - should take up 20% of the screen (or whatever) with a min value that looks good on the lowest resolution.
Not wanting something to scale: Characters - they should always be 128x128 in size. But a bigger view port can show more of the game world, like RD said.
IMO, you won't get an answer that is 100% right for every situation. At least that has been my experience

I generally adopt bigger resolutions equal bigger views and don't scale. But for the UI I scale most things. There are some that I want to be static. It depends on what I'm doing.