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The resolution of game windows is currently tied to screen scale. Zooming in causes games to be rendered in a lower resolution, zooming out causes games to be rendered in a higher resolution. This isn't immediately noticeable but can cause fuzziness if you're using a screen scale of 1.25 or higher.
Pictured: Game gets rendered in comically small resolution after increasing the screen scale dramatically.
This technically is working as intended since Viewport resolution is directly tied to its size. Scaling GodotOS up causes everything to be larger without changing the size of Control nodes. That means that you're technically just zooming in the viewport without changing the resolution.
Unfortunately I can't find a way to make resolution separate from the Viewport's size. I've tried increasing the size and scaling it back down but that causes all sorts of weird behavior and lag.
If anyone figures something out, do let me know.
The text was updated successfully, but these errors were encountered:
The resolution of game windows is currently tied to screen scale. Zooming in causes games to be rendered in a lower resolution, zooming out causes games to be rendered in a higher resolution. This isn't immediately noticeable but can cause fuzziness if you're using a screen scale of 1.25 or higher.
Pictured: Game gets rendered in comically small resolution after increasing the screen scale dramatically.
This technically is working as intended since Viewport resolution is directly tied to its size. Scaling GodotOS up causes everything to be larger without changing the size of Control nodes. That means that you're technically just zooming in the viewport without changing the resolution.
Unfortunately I can't find a way to make resolution separate from the Viewport's size. I've tried increasing the size and scaling it back down but that causes all sorts of weird behavior and lag.
If anyone figures something out, do let me know.
The text was updated successfully, but these errors were encountered: