this post was submitted on 05 Sep 2026
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With some clever code, I would think integer scaling would be relatively low impact on RAM. Instead of storing multiple of each pixel, you'd query the same pixel multiple times to create the displayed frame, so the main source of new RAM consumption relative to 1x size would be storing and building the latest frame. That's a 4^2^=16x increase, but it's still just one frame.
I don't think that's how scaling works. I believe Drastic (and other DS emulators) use interpolation for their scaling (i.e. linear, bilinear, etc. instead of nearest neighbour). You also have the difference between the scaling of 2D and 3D elements, meaning sprites and textures are handled separately (and therefore they need to be stored somewhere: RAM!)
But the original RG DS already underperformed when it came to DS (I believe Russ was able to run 2x with Drastic on the original in some games), having a third of the RAM certainly won't help for playing 4x integer scale DS. I highly doubt that Anbernic will make it work with their "NNDDSS" emulator
None of that matters if and only if you're merely scaling the image. I don't imagine them making an image 4x the size with 4x the detail. I imagine them just cleanly scaling the image up. Produce an image of normal DS game quality and scale that. Power users can try to scale that up if they want, but the base experience will probably just be base quality, just on a screen that scales it cleanly.
Again, interpolation is how Drastic and other emulators scale up their images (this is to reduce jagged edges I believe), and you also have the upscaling of 3D textures too (which can be significant in some DS games)