Realpsojed: OK, "lossless integer scaling". Happy now?
As you said yourself, there's only slightly less distortion, meaning almost no difference between bilinear integer scaling and bilinear non-integer scaling, which is why I don't distinguish the two. I don't care about it. And I did read the article, and I even tried the IntegerScaler. And I won't be using it.
The screenshot is from DX wrapper made by GOG, with Windowed mode - integer scaling selected. If you don't believe me, don't. I also don't care.
The GOG wrapper supports integer scaling (locking scaling to an integer factor) AND nearest neighbor. That's lossless, pixel perfect scaling. Some people like it blurry, and some like it sharp. You like it blurry and that's perfectly fine. Your life will be easier, and if you can view and read fuzzy graphics, you're probably not as migraine-prone as I am. Fortunately, the GOG wrapper supports either sharp or blurry filtering. I don't know why you can't get integer scaling + nearest neighbor to work as the GOG wrapper should automatically select nearest neighbor when an integer factor is used.
Like I said in my first reply to you, try fullscreen with the GOG wrapper. Or don't, as you're content with the way things are. I don't want others to leave with the mistaken impression that pixel perfect scaling isn't available via the GOG wrapper when that is a large part of the appeal of the new wrapper.
The gallery in this article has integer-locked nearest neighbor shots using the GOG wrapper. Check out gallery image 2 and view the screenshot fullscreen to see the individual pixels are in tact:
https://arstechnica.com/gaming/2019/03/original-diablo-is-now-on-sale-for-10-drm-free-but-not-on-blizzards-app/