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Add render size / render scale option #1209
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Thinking of tackling this one down, but a few questions before that. Should the option lists a preset (assuming it's a dropdown) of predefined screen resolutions e.g 1366x768 or 1920x1080 or does the player manually inputs whatever resolution they want? Also to clarify the option only applies for the viewport size and not the window size right? |
Well, we can't set the window size anyway. Though I guess in windowed mode we could maybe resize to an exact size if the player wants that. As for the resolutions I think we should have a preset list that depends on the user's monitor resolution(s) as well as a manual input resolution (where anything is allowed as long as it is bigger than 720p). As for the render scale we should have like a slider from 30% to 100% (if Godot supports this feature). |
The feature in this PR is worth looking into once 3.4 is out godotengine/godot#52137. |
Similarly to other issues that have been hanging around for a long time in the release milestones, I would clear this a way from them, but this is actually pretty important for proper mac support so I will keep this in the release milestones until this is done. |
This is not just a Mac support issue but also an accessibility issue |
Could you elaborate? I can't see how that would be the case. Render scale would not increase the size of the GUI or the gameworld objects. The gameworld objects would just be rendered with fewer pixels that cover the same area of the screen so they'd be blurrier (or pixelated depending on the smoothing). |
At least on my Android device, I found messing with render scale settings in Godot DOES make GUI bigger |
That's not how we are going to do this. Our GUI is already using a scaling mode where it fits into the window size automatically. This render scale will only be added to 3D rendering so that it doesn't break our GUI which is already made to scale to different sizes automatically. |
Godot has done away with specific fullscreen resolutions. So right now the game resolution is either:
Could be fixed with either like a render scale option or a render size option that makes the viewport that Godot renders to smaller.
Edit: for mac this is a very important feature due to retina screens otherwise eating up an absolute ton of rendering power
Edit 2: the resolution scale should also affect the extra viewports for the background / that should have a separate control to use low resolution.
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