Oh it’s not just Apple… This was an issue I also discovered on Xbox 360 in 2008. TV’s have overscan and depending on that setting, your resolutions will be off. However, at the time, we couldn’t create render targets that matched the overscan safe area. XNA added a Screen SafeArea rect to help guide people but it was still an issue that you had to consciously develop for. Now, we can create any back buffer size we wa…
If I understood you correctly... you wanted to be able to render to a slightly smaller surface to avoid wasting graphics compute time, but that's still going to be upscaled to 1080 for the HDMI scanout, and then mangled again by TVs' overscan - which to me feels like introducing more problems more severe than whatever problem you were trying to solve in the first place. (Besides, TV overscan is a solved problem: inst…
Many games do let users set the things you mention but it is not always so simple. For example, handling rounded edges and notches is a huge pain.