Merge pull request #2620 from Calinou/improve-multiple-resolutions

Improve the "Multiple resolutions" page
This commit is contained in:
Chris Bradfield
2019-07-14 15:28:24 -07:00
committed by GitHub

View File

@@ -3,50 +3,56 @@
Multiple resolutions
====================
The problem of multiple resolutions
-----------------------------------
Developers often have trouble understanding how to best support multiple resolutions
in their games. For Desktop and Console games this is more or less straightforward,
as most screen aspect ratios are 16:9 and resolutions are standard (720,1080,2k,4k,etc).
Developers often have trouble understanding how to best support multiple
resolutions in their games. For desktop and console games, this is more or less
straightforward, as most screen aspect ratios are 16:9 and resolutions
are standard (720p, 1080p, 1440p, 4K, …).
For mobile games at first it was easy. For many years, the iPhone (and iPad) used the same
resolution. When *Retina* was implemented, they just doubled the amount of pixel density
(so most developers had assets in default and double resolutions).
For mobile games, at first, it was easy. For many years, the iPhone and iPad
used the same resolution. When *Retina* was implemented, they just doubled
the pixel density; most developers had to supply assets in default and double
resolutions.
Nowadays this is no longer the case, as there are plenty of different screen sizes, densities
and aspect ratios for mobile, and non conventional sizes are becoming trendy for Desktop,
such as ultra-wide.
Nowadays, this is no longer the case, as there are plenty of different screen
sizes, densities, and aspect ratios. Non-conventional sizes are also becoming
increasingly popular, such as ultrawide displays.
For 3D games there is not much of a need to support multiple resolutions (from the aesthetic
point of view). The 3D geometry will just fill the screen based on the field-of-view, disregarding
the aspect ratio. The main reason one may want to support this, in this case, is for *performance* reasons (running
in lower resolution to increase frames per second).
For 3D games, there is not much of a need to support multiple resolutions (from
the aesthetic point of view). The 3D geometry will just fill the screen based on
the field of view, disregarding the aspect ratio. The main reason one may want
to support this, in this case, is for *performance* reasons (running in lower
resolution to increase frames per second).
For 2D and game UIs, this is a different matter, as art needs to be created using specific pixel sizes
in software such as Photoshop, Gimp, Krita, etc.
For 2D and game UIs, this is a different matter, as art needs to be created
using specific pixel sizes in software such as Photoshop, GIMP or Krita.
Given layouts, aspect ratios, resolutions and pixel densities can change so much, it is no longer possible
to design UIs for every specific screen. Another method must be used.
Since layouts, aspect ratios, resolutions, and pixel densities can change so
much, it is no longer possible to design UIs for every specific screen.
Another method must be used.
One size fits all
-----------------
The most common approach nowadays is to just use a single *base* resolution and then fit it to everything else.
This resolution is how most players are expected to play the game (given their hardware). For mobile, Google
has useful `stats <https://developer.android.com/about/dashboards>`_ online, and for desktop,
Steam `also does <https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam>`_.
The most common approach is to use a single *base* resolution and
then fit it to everything else. This resolution is how most players are expected
to play the game (given their hardware). For mobile, Google has useful `stats
<https://developer.android.com/about/dashboards>`_ online, and for desktop,
Steam `also does <https://store.steampowered.com/hwsurvey/>`_.
As an example, Steam shows that the most common *primary display resolution* is 1920x1080, so a sensible approach is to develop a game for this resolution, then handle scaling for different sizes and aspect ratios.
As an example, Steam shows that the most common *primary display resolution* is
1920×1080, so a sensible approach is to develop a game for this resolution, then
handle scaling for different sizes and aspect ratios.
Godot provides a several useful tools to do this easily.
Base size
---------
A base size for the window can be specified in the project settings under
"Display", "Window".
A base size for the window can be specified in the Project Settings under
**DisplayWindow**.
.. image:: img/screenres.png
@@ -89,7 +95,7 @@ of configuration variables that provide several options:
Stretch Mode
^^^^^^^^^^^^
The "Stretch Mode" setting defines how the base size is stretched to fit
The **Stretch Mode** setting defines how the base size is stretched to fit
the resolution of the window or screen.
.. image:: img/stretch.png
@@ -104,21 +110,21 @@ demonstrate the effect of different stretch modes. A single sprite, also
.. Animated GIFs are generated from:
.. https://github.com/ttencate/godot_scaling_mode
- Stretch Mode = **Disabled** (default): No stretching happens. One
- **Stretch Mode = Disabled** (default): No stretching happens. One
unit in the scene corresponds to one pixel on the screen. In this
mode, the "Stretch Aspect" setting has no effect.
mode, the **Stretch Aspect** setting has no effect.
This is a good option if you want full control over every screen
pixel, and is probably the best option for 3D games.
.. image:: img/stretch_disabled_expand.gif
- Stretch Mode = **2D**: In this mode, the size specified in
display/width and display/height in the project settings will be
stretched to cover the whole screen (taking the "Stretch Aspect"
setting into account). This means that everything will be rendered
directly at the target resolution. 3D will be largely unaffected,
while in 2D there is no longer a 1:1 correspondence between sprite
- **Stretch Mode = 2D**: In this mode, the size specified in
display/width and display/height in the project settings is
stretched to cover the whole screen (taking the **Stretch Aspect**
setting into account). This means that everything is rendered
directly at the target resolution. 3D is largely unaffected,
while in 2D, there is no longer a 1:1 correspondence between sprite
pixels and screen pixels, which may result in scaling artifacts.
This is a good option if your 2D artwork has a sufficiently high
@@ -128,15 +134,15 @@ demonstrate the effect of different stretch modes. A single sprite, also
.. image:: img/stretch_2d_expand.gif
- Stretch Mode = **Viewport**: Viewport scaling means that the size of
- **Stretch Mode = Viewport**: Viewport scaling means that the size of
the root :ref:`Viewport <class_Viewport>` is set precisely to the
base size specified in the "Display" section of the project settings.
base size specified in the Project Settings' **Display** section.
The scene is rendered to this viewport first. Finally, this viewport
is scaled to fit the screen (taking the "Stretch Aspect" setting into
is scaled to fit the screen (taking the **Stretch Aspect** setting into
account).
This mode is useful when working with pixel-precise games, or for the
sake of rendering to a lower resolution for improving performance.
sake of rendering to a lower resolution to improve performance.
.. image:: img/stretch_viewport_expand.gif
@@ -144,14 +150,14 @@ Stretch Aspect
^^^^^^^^^^^^^^
The second setting is the stretch aspect. Note that this only takes effect if
"Stretch Mode" is set to something other than "disabled".
**Stretch Mode** is set to something other than **Disabled**.
In the animations below, you will notice gray and black areas. The black
areas are added by the engine and cannot be drawn into. The gray areas
are part of your scene, and can be drawn to. The gray areas correspond
to the region outside the blue frame you see in the 2D editor.
- Stretch Aspect = **Ignore**: Ignore the aspect ratio when stretching
- **Stretch Aspect = Ignore**: Ignore the aspect ratio when stretching
the screen. This means that the original resolution will be stretched
to exactly fill the screen, even if it's wider or narrower. This may
result in nonuniform stretching: things looking wider or taller than
@@ -159,7 +165,7 @@ to the region outside the blue frame you see in the 2D editor.
.. image:: img/stretch_viewport_ignore.gif
- Stretch Aspect = **Keep**: Keep aspect ratio when stretching the
- **Stretch Aspect = Keep**: Keep aspect ratio when stretching the
screen. This means that the viewport retains its original size
regardless of the screen resolution, and black bars will be added to
the top/bottom of the screen ("letterboxing") or the sides
@@ -171,7 +177,7 @@ to the region outside the blue frame you see in the 2D editor.
.. image:: img/stretch_viewport_keep.gif
- Stretch Aspect = **Keep Width**: Keep aspect ratio when stretching the
- **Stretch Aspect = Keep Width**: Keep aspect ratio when stretching the
screen. If the screen is wider than the base size, black bars are
added at the left and right (pillarboxing). But if the screen is
taller than the base resolution, the viewport will be grown in the
@@ -184,7 +190,7 @@ to the region outside the blue frame you see in the 2D editor.
.. image:: img/stretch_viewport_keep_width.gif
- Stretch Aspect = **Keep Height**: Keep aspect ratio when stretching
- **Stretch Aspect = Keep Height**: Keep aspect ratio when stretching
the screen. If the screen is taller than the base size, black
bars are added at the top and bottom (letterboxing). But if the
screen is wider than the base resolution, the viewport will be grown
@@ -196,7 +202,7 @@ to the region outside the blue frame you see in the 2D editor.
.. image:: img/stretch_viewport_keep_height.gif
- Stretch Aspect = **Expand**: Keep aspect ratio when stretching the
- **Stretch Aspect = Expand**: Keep aspect ratio when stretching the
screen, but keep neither the base width nor height. Depending on the
screen aspect ratio, the viewport will either be larger in the
horizontal direction (if the screen is wider than the base size) or
@@ -208,19 +214,19 @@ to the region outside the blue frame you see in the 2D editor.
Stretch Shrink
^^^^^^^^^^^^^^
The "Shrink" setting allows you to add an extra scaling factor on top of
what the "Stretch" options above already provide. The default value of 1
The **Shrink** setting allows you to add an extra scaling factor on top of
what the **Stretch** options above already provide. The default value of 1
means that no scaling occurs.
If, for example, you set "Shrink" to 4 and leave "Stretch Mode" on
"Disabled", each unit in your scene will correspond to 4×4 pixels on the
If, for example, you set **Shrink** to 4 and leave **Stretch Mode** on
**Disabled**, each unit in your scene will correspond to 4×4 pixels on the
screen.
If "Stretch Mode" is set to something other than "Disabled", the size of
the root viewport is scaled down by the "Shrink" factor, and pixels in
the output are scaled up by the same amount. This is rarely useful for
2D games, but can be used to increase performance in 3D games by
rendering them at a lower resolution.
If **Stretch Mode** is set to something other than **Disabled**, the size of
the root viewport is scaled down by the **Shrink** factor, and pixels
in the output are scaled up by the same amount. This is rarely useful for
2D games, but can be used to increase performance in 3D games
by rendering them at a lower resolution.
From scripts
^^^^^^^^^^^^
@@ -232,21 +238,34 @@ To configure stretching at runtime from a script, use the
Reducing aliasing on downsampling
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
If the game has a very high base resolution (say 4k), aliasing might appear
when downsampling to something considerably lower like 720. This can be
detected and reduced by forcing to shrink all images by 2 upon load (this is
very fast). This can be achieved by calling
If the game has a very high base resolution (e.g. 3840×2160), aliasing might
appear when downsampling to something considerably lower like 1280×720.
Aliasing can be made less visible by shrinking all images by a factor of 2
upon loading. This can be done by calling the method below before
the game data is loaded:
::
VisualServer.texture_set_shrink_all_x2_on_set_data(true)
VisualServer.texture_set_shrink_all_x2_on_set_data(true)
Before most game data is loaded.
Handling aspect ratios
^^^^^^^^^^^^^^^^^^^^^^
Once scaling for different resolutions is accounted for, just make sure that your *user interface*
also scales for different aspect ratios. This can be easily done using :ref:`anchors <doc_size_and_anchors>`
and/or :ref:`containers <doc_gui_containers>`.
Once scaling for different resolutions is accounted for, make sure that
your *user interface* also scales for different aspect ratios. This can be
done using :ref:`anchors <doc_size_and_anchors>` and/or :ref:`containers
<doc_gui_containers>`.
Field of view scaling
^^^^^^^^^^^^^^^^^^^^^
The 3D Camera node's **Keep Aspect** property defaults to the **Keep Height**
scaling mode (also called *Hor+*). This is usually the best value for desktop
games and mobile games in landscape mode, as widescreen displays will
automatically use a wider field of view.
However, if your 3D game is intended to be played in portrait mode, it may make
more sense to use **Keep Width** instead (also called *Vert-*). This way,
smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use a
*taller* field of view, which is more logical here.