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Godot doesn't support custom screen resolution #24720
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Yes, using the Note that this will use nearest-neighbor upscaling, which isn't suited to games that don't follow a "pixel art" aesthetic. To use linear upscaling instead, it's possible to create a custom viewport, but the Project Settings currently don't offer a way to do that out of the box. |
I'm afraid that's not what I meant. The game should be able to run in a custom resolution in fullscreen, as long as that resolution is supported by the monitor. Example:
The problem is not with stretching the content of the screen, but with actually changing the resolution of the screen. Is such a thing possible with Godot? |
Changing the monitor resolution would imply supporting exclusive fullscreen, which is not currently supported by Godot: #14542 Keep in mind there are many practical downsides to using exclusive fullscreen:
This is why a lot of modern games tend to be moving away from it, promoting the use of a borderless window with an upscaled viewport instead, even if it's slightly slower. |
It's been a while, but while working on a new project I've noticed how much the game slows down on my very-not-high-end machine. Has there been any development/any decisions made with implementing exclusive fullscreen in Godot? |
@miskatonicstudio There are still no plans to add exclusive fullscreen to Godot. You can change your display resolution manually if you run into performance issues on hiDPI displays. It's not as convenient, but considering it's an edge case, I don't see much point in making it a built-in feature (similar to things like hardware gamma). You could write a script or program to do this automatically when a given process is started or exited 🙂 Also, which resolution are you rendering the game at? |
I just noticed this issue is a duplicate of #14542, so I'll close it. |
Thank you for your answer @Calinou . I don't mind changing the screen's resolution before running a game (I'm a Linux user, I'm used to all kinds of workarounds ;) ), but I don't think I can demand that of users/gamers. I think most games nowadays still support changing the resolution of the screen in fullscreen mode, to make your game run faster or the interface elements look bigger. I can understand, however, that Godot doesn't want to add this feature. I will experiment with viewport scaling and see if I can get the performance I want ;) |
This is handled automatically by Godot if you use the |
Godot version:
3.0.6
OS/device including version:
Linux Pop!_OS 17.10 (Artful Aardvark)
Issue description:
For now it seems that Godot supports 2 modes for 3D: fixed resolution (with fullscreen off) or stretch (covering the entire screen, with fullscreen on). Modern games often offer a specific resolution in fullscreen (being able to play with 1280x720 when the screen resolution is 1920x1080). Is this supported in Godot too?
Steps to reproduce:
Minimal reproduction project:
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