Aspect ratio and pixel workload
The same aspect ratio can use different pixel counts. A 16:9, 16:10 or 4:3 label does not determine performance by itself; consider the actual rendering dimensions and graphics settings.
Distinguish rendering resolution, aspect ratio and display scaling when managing resolution modes for a display and connection. Adding a mode and switching display state are separate operations.
The same aspect ratio can use different pixel counts. A 16:9, 16:10 or 4:3 label does not determine performance by itself; consider the actual rendering dimensions and graphics settings.
Presentation of a non-native ratio depends on the game and GPU or monitor scaling. Letterboxing, aspect-preserving scaling and stretching differ geometrically; adding a mode alone does not guarantee a particular result.
Identify the target display and direct-connection support, retaining the original mode list. Avoid overwriting later external changes. This workflow is not monitor overclocking or a promise of additional refresh rates.