diff --git a/tutorials/rendering/multiple_resolutions.rst b/tutorials/rendering/multiple_resolutions.rst index 5525f91fb..6e5613d07 100644 --- a/tutorials/rendering/multiple_resolutions.rst +++ b/tutorials/rendering/multiple_resolutions.rst @@ -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() `). +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 ---------------------------------