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Merge pull request #4363 from Calinou/multiple-resolutions-hidpi
Document hiDPI support in Multiple resolutions
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@@ -251,6 +251,28 @@ To configure stretching at runtime from a script, use the
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``get_tree().set_screen_stretch()`` method (see
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:ref:`SceneTree.set_screen_stretch() <class_SceneTree_method_set_screen_stretch>`).
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hiDPI support
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-------------
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By default, Godot projects aren't considered DPI-aware by the operating system.
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This is done to improve performance on low-end systems, since the operating
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system's DPI fallback scaling will be faster than letting the application scale
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itself (even when using the ``viewport`` stretch mode).
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However, the OS-provided DPI fallback scaling doesn't play well with fullscreen
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mode. If you want crisp visuals on hiDPI displays or if project uses fullscreen,
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it's recommended to enable **Display > Window > Dpi > Allow Hidpi** in the
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Project Settings.
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**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all
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other platforms.
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.. note::
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The Godot editor itself is always marked as DPI-aware. Running the project
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from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the
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Project Settings.
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Reducing aliasing on downsampling
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---------------------------------
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