Point filtering is very much appreciated.
Implementation is a bit wonky though. Currently, if you have point filtering selected, it overrides the scaling settings. F.e. If you have chosen "FIT" the displayed image will actually be 3x with point scaling active (point scaling then also is active on screen).
Imho - either remove the "non viable settings" from the menu, if point filtering is chosen - or have the scaling settings override the filter setting. (Most people will have a hard time understanding, why some scaling options dont work, while they might overlook the difference between point and linear filtering - Im not most people and I appreciate point filtering probably more than the fit mode - but the current behavior is sure to cause more confusion
).
Thank you for increasing the font size - although... just from a design perspective - I almost liked the old one better..
But usability is more important.
Unless you get this sentiment from the majority..
Also thank you for fixing font scaling in the UI.
Those scanlines are really not that good looking at the moment (no real transparency?) so thank you for the warning..
Havent tested the vertical mode, but will do so later.
Thank you for your work and the update.
n.
edit: SF3 3rd Strike doesnt run at full speed anymore with point filtering enabled (with linear filtering it does). So be aware of that (performance hit is hinted at in the changelog as well). Point filtering was the default setting, once I booted up pFBA - so
@cpasjuste you should probably change the default to linear - as most games will run full speed that way.
I also found, why I didnt like the font size change - so much so, that I mentioned it..
Its the in game menu font. It now reads as "bold" and "screaming at the user" (because it looks bold..
). Eh, design sensibilities - most people might not care...
Also - the joystick sensitivity in menu is still an issue (hitting exit instead of save...), I think I called it "lag" before - but I still have to be extra careful not to hit A too quickly (exiting the game instead of saving).
edit: Tested rotation modes - the "issue" on vertical (turn screen by 90°s) games with taking off the joycons not being accounted for still persists. They work, but the button layout is rotated by 90°, as if they still were attached to the console - and you rotated them with the device. On a Switch it is more likey, that you would take them off at that point - and therefore would not need the controls rotated at all. Just mentioning it, because you added a the flip mode - which had me trying out Galaga again.
One last one - the Analogue mapping of the analogue stick seems to be an issue in the UI. Could be a sensitivity/deadzone issue - it is very easy to press f.e. down/right instead of right when changing settings options. Could be because now diagonal inputs are implemented. That said, menu movement still feels like it lags at times, and is oversensitive (multiple inputs registering too fast when you just intended to press down once, and then not at all (lag)...) - so it could be fixable by tweaking the sticks sensitivity.