> There is no free lunch. To enable higher resolutions it's not always just a case of > changing one line of code. Pete's PSX GPU plugins > (http://www.pbernert.com/html/gpu.htm) for example have to run a software emulator as > well as the accelerated renderer because the game can read from the frame buffer.
In fairness, technology has moved on significantly from when Pete wrote those. Nowadays you'd render to a texture the correct size of the PSX output and then use that as the source for the final output pass.