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Yeah, for a lot of setups, pixel perfect doesn't make a whole lot of sense, e.g. for vertical games, you can only fit a 1x perfect-pixel scale, which is way too small on a lot of TVs. The one-screen-focus setups though do make pretty good use of the screen real estate available. 3x (768 wide) plus 2x (512 wide) equals 5x (1280 wide), or the exact horizontal width of the DS VC (1280*720). You can't get a much better fit than that.I thought someone might point out pixel-perfect setups. They are certainly doable, but if I went after all of them and all the variations each one could take, then that would add a lot more options I could possibly make configurations for; and perhaps I'm alone on this, but I'm more interested in playing with the largest real estate taken up than going after the pixel perfect options.
You might be thinking of old analog home consoles here. What you're saying is true for things like the NES, SNES, etc., but all of Nintendo's handhelds from the original Game Boy right up to the 3DS very much did have pixel-perfect displays--they specifically are built with displays which match their internal resolution and display with perfect 1:1 pixel accuracy, e.g. the DS LCD screens are exactly 256*192, the exact same resolution as their framebuffers.Plus the games as we played them originally weren't even in the pixel-perfect display, it may be how the games looked while they were being developed, but the scaled resolutions included (widescreen and stretched screens not-withstanding) are how we remember the games looking (scaled) on the original hardware, not the pixel-perfect versions.