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And yeah, as far as I know the console versions are also locked at 720p.
I'm not sure I follow or maybe I am misunderstanding, Integer or nearest neighbor pixel scaling would make for sharp images. Currently anything above 720p appear to be bilinear which is a good deal blurry.
For sprites, you really want an output resolution that's an integer multiple of the original one (720p) with integer scaling, since they're pixel art. If you're using an output resolution that's *not* a proper multiple (like 1080p), bilinear filtering might be a better bet, or supersampling with a higher resolution target while letting your GPU downscale it (which might be bilinear scaling). Nearest neighbour scaling won't give you 1:1 results due to how it works, and will only result in a "jaggier" image at resolutions that aren't a full multiple of the original target. See how many people complained about it when BlazBlue Centralfiction came out on Steam, or about the Persona 4 Arena Ultimax port on all platforms (which renders at 1080p). It's most noticeable on diagonal lines, where "steps" are uneven.
For other assets, you really don't want them to look "blocky". So either you already have high resolution assets and can downscale them nicely, or you need to upscale them somehow. In that case, bilinear filtering will make them look "smooth", sure, but in my opinion it's still much better than "blocky". Then again there are other upscaling methods that might yield better results: trilinear, Lanczos... And if you don't have access to the source artwork, you can still try to upscale what you have through a GAN (Generative Adversarial Network, a kind of neural network) or some other form of AI upscaling, but it will most likely not be perfect either.