But yeah simple resolution scale sliders are fairly common I think...
Resolution sliders are just that though - 'fairly' common. Of the games I've been playing through the past year:
Master Chief Collection: Scaling slider, but no downsampling - slider maxess out at 100%.
Hellblade: No scaling.
Little Nightmares 2: No scaling.
Super Mega Baseball 3: No scaling.
Deathloop: No scaling (but DRS)
Sackboy: No scaling.
God of War: Scaling + over 100% (downsampling!)
Metro Exodus Enhanced: Scaling + (downsampling, but only with TAAU - no option when using DLSS.)
Days Gone: Scaling + downsampling
Death Stranding: No scaling.
Witcher 3 (with patch): No scaling (+ DRS)
It's still pretty hit or miss unfortunately.
(edit: used "DRS" for some games when I meant downsampling)
like anything it takes a *long* time for something to become ubiquitous of course.
...but that's exactly my point! In the context of what is basically a year-end technical review video of the recent state of PC ports, a wish for games to provide refresh/resolution features that many have included for years and still impact the player experience today doesn't necessarily seem in conflict with the desire to see a more systemic solution to these issues going forward. What we want are these features to
become ubiquitous, and certainly a method that enabled the benefits of being able to handle res/refresh that still provide flexibility to the gamer but that the developer never even has to pay attention to would help that become so. But it's a matter of timescales.
This is why I'm genuinely inquiring how you would have phrased Alex's critique in that section - like I'm not asking for a form letter we can all spam MS with, but instead of saying "Games should provide all resolutions and refresh rates", something like...? It might indeed be more effective if Alex could have focused his concern on one company directly (MS) for not providing the tools/directive to enable this more easily, but like I'm said I'm not sure it would really fit into the context of a short list of checkbox items devs can have for "makes your ports better in 2023" vs a more generalized "Here's what the the PC
as a platform needs in order to evolve" video.
No one is going to seriously advocate against a solution that's ubiquitous, standardized and takes any guesswork out of the developers hands. I'm all for systemic solutions, which is why I really want to see Alex/DF make a video that truly gets into the nitty-gritty of the shader compiling bottleneck and speaks to industry players (hardware, OS, API/game devs) to get a clearer picture of the full scope of the issue and potential ways to address this going forward (and their benefits/drawbacks) - it's not just Unreal and clearly continually pleading with developers to properly handle this issue with the tools at their disposal currently has led to a somewhat middling uptake.