>>32417915Upscaling and rendering in a higher resolution are very different, and running things at a higher resolution is much, much more complicated.
Think of it this way: In a 2D game, it's possible for a developer to say "I want this sprite to move halfway across the screen in two seconds. That's 120 pixels in 60 frames, so in each frame it'll move two pixels"
Now what if you're rendering in 1080? It's now moving four times slower than your developer wanted.
It would be very bad practice to program like that, but it does happen, because 3DS games are only designed to run on the hardware they're made for, unlike PC games where developers expect specs to vary.
Emulators that render games in a higher resolution than the source console don't just take a variable called "resolution" in the console's programming and let you change it, they contain a buttload of code to help minimise glitches like that. Dolphin devs have even put loads of work into optimising specific, popular games because making an all-purpose solution isn't always possible.