What would you like to see?
Options for up to 22x internal resolution (5632 x 4224). Those are mostly useful when playing on screens with a resolution of 3840 x 2160 (4K) or 7680 x 4320 (8K), when having one of the game-views tall enough to fill most of the height of such a screen.
Bilinear-resampling (at least the one used when using MelonDS DS in RetroArch) can apply supersampling to a certain extent (resampling from at most twice the width and height the game-view is displayed at). 4224 pixels is exactly twice the largest integer-scaled vertical resolution that does fit on a 3840 x 2160 display.
Screen-Images (Super Mario 64)
3:1 - 8x:
3:1 - 16x:

2:1 - 8x:

2:1 - 20x:

I tried making this change, but found that hybrid- and large-screen-layouts have issues with resolutions above 16x, when using a ratio of 3:1, or above 21x, when using a ratio of 2:1; nothing was shown then.
I went looking for the cause, and so far i found that this seems to be caused by bufferSize.x in src/libretro/screenlayout.cpp becoming higher than 16384, as the buffer-size is multiplied by the larger number of the ratio (2 or 3), in both dimensions, when using either of these layout-modes. Limiting buffer-size to 16384 resulted in something being shown, but incomplete and/or not properly aligned. Solving this seems to require a rework of the way layouts are calculated.
Up to 16x seemed to work fine, and also matches the options currently available in MelonDS.
If wanted, i can open a pull-request for the change to add options for up to 16x internal resolution.
Terms
What would you like to see?
Options for up to 22x internal resolution (5632 x 4224). Those are mostly useful when playing on screens with a resolution of 3840 x 2160 (4K) or 7680 x 4320 (8K), when having one of the game-views tall enough to fill most of the height of such a screen.
Bilinear-resampling (at least the one used when using MelonDS DS in RetroArch) can apply supersampling to a certain extent (resampling from at most twice the width and height the game-view is displayed at). 4224 pixels is exactly twice the largest integer-scaled vertical resolution that does fit on a 3840 x 2160 display.
Screen-Images (Super Mario 64)
3:1 - 8x:3:1 - 16x:

2:1 - 8x:

2:1 - 20x:

I tried making this change, but found that hybrid- and large-screen-layouts have issues with resolutions above 16x, when using a ratio of 3:1, or above 21x, when using a ratio of 2:1; nothing was shown then.
I went looking for the cause, and so far i found that this seems to be caused by
bufferSize.xin src/libretro/screenlayout.cpp becoming higher than 16384, as the buffer-size is multiplied by the larger number of the ratio (2 or 3), in both dimensions, when using either of these layout-modes. Limiting buffer-size to 16384 resulted in something being shown, but incomplete and/or not properly aligned. Solving this seems to require a rework of the way layouts are calculated.Up to 16x seemed to work fine, and also matches the options currently available in MelonDS.
If wanted, i can open a pull-request for the change to add options for up to 16x internal resolution.
Terms