Merge pull request #4363 from Calinou/multiple-resolutions-hidpi

Document hiDPI support in Multiple resolutions
This commit is contained in:
Nathan Lovato
2020-11-27 16:03:08 -06:00
committed by GitHub

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@@ -251,6 +251,28 @@ To configure stretching at runtime from a script, use the
``get_tree().set_screen_stretch()`` method (see
:ref:`SceneTree.set_screen_stretch() <class_SceneTree_method_set_screen_stretch>`).
hiDPI support
-------------
By default, Godot projects aren't considered DPI-aware by the operating system.
This is done to improve performance on low-end systems, since the operating
system's DPI fallback scaling will be faster than letting the application scale
itself (even when using the ``viewport`` stretch mode).
However, the OS-provided DPI fallback scaling doesn't play well with fullscreen
mode. If you want crisp visuals on hiDPI displays or if project uses fullscreen,
it's recommended to enable **Display > Window > Dpi > Allow Hidpi** in the
Project Settings.
**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all
other platforms.
.. note::
The Godot editor itself is always marked as DPI-aware. Running the project
from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the
Project Settings.
Reducing aliasing on downsampling
---------------------------------