I'm reading DXGI flip model article and some parts are not clear:
DirectFlip with panel fitters: Your window client region covers the screen, and your swapchain buffers are within some hardware-dependent scaling factor (e.g. 0.25x to 4x) of the screen. The GPU scanout hardware is used to scale your buffer while sending it to the display.
What is this hardware-dependent scaling factor? What it does? Why?
The traditional pattern for apps in the past has been to provide the user with a list of resolutions to choose from when the user selects exclusive fullscreen mode. With the ability of modern displays to seamlessly begin scaling content, consider providing users with the ability to choose a rendering resolution for performance scaling, independent from an output resolution, and even in windowed mode.
I understand what they mean by the traditional pattern, it's pretty common - I'm selecting a resolution in the options screen and enjoying fullHD 800*600 picture. But I have no clue what are they describing next - displays seamlessly scaling content, resolution for performance scaling, output resolution. Could someone explain the same with simple words and examples (I bet there are already games out there that uses the technology)?