Look at this. How do you get from the internal rendering on the left hand side into the polygonal rendering on the right hand side via upscaling? How can an upscaling algorithm take one or two black pixels for a boot and turn that into a perfectly formed, perfectly proportioned, stable triangular foot? It can't. The game is clearly using the mesh data and rendering the points far more accurately than the 240p original framebuffer allows.
View attachment 6515
From the
Wiki for Duckstation:
Rendering Enhancements
Internal Resolution Scale Enhances the resolution of rendered 3D polygons and lines, will only apply when using a Hardware Renderer (D3D11, Vulkan, ect), set the scale depending on the resolution of the screen the game is being played on.
This parameter only affects 3D polygons and lines. How can that not be an internal render resolution, as per the name, and instead be some postprocessed upscaled target?