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Merge pull request #10955 from Calinou/multiple-resolutions-resolution-scaling
Link to Resolution scaling documentation in Multiple resolutions
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@@ -20,14 +20,11 @@ Nowadays, this is no longer the case, as there are plenty of different screen
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sizes, densities, and aspect ratios. Non-conventional sizes are also becoming
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increasingly popular, such as ultrawide displays.
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For 3D games, there is not much of a need to support multiple resolutions (from
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the aesthetic point of view). The 3D geometry will just fill the screen based on
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the field of view, disregarding the aspect ratio. The main reason one may want
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to support this, in this case, is for *performance* reasons (running in lower
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resolution to increase frames per second).
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For 2D and game UIs, this is a different matter, as art needs to be created
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using specific pixel sizes in software such as Photoshop, GIMP or Krita.
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For 3D rendering, there is not much of a need to support multiple resolutions.
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Thanks to its vector-based nature, 3D geometry will just fill the screen based
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on the viewport size. For 2D and game UIs, this is a different matter,
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as art needs to be created using specific pixel sizes in software such
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as Photoshop, GIMP or Krita.
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Since layouts, aspect ratios, resolutions, and pixel densities can change so
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much, it is no longer possible to design UIs for every specific screen.
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@@ -122,6 +119,14 @@ most flexible way to deal with the problem, it can be a lot of work,
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code and guessing, so Godot provides a set of parameters in the
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project settings to handle multiple resolutions.
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.. tip::
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To render 3D at a lower resolution than 2D elements (without needing
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separate viewports), you can use Godot's
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:ref:`resolution scaling <doc_resolution_scaling>` support. This is a good way
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to improve performance significantly in GPU-bottlenecked scenarios.
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This works with any stretch mode and stretch aspect combination.
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Stretch settings
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----------------
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@@ -373,6 +378,9 @@ Desktop game
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- Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
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and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
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- Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
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- For 3D games, consider exposing :ref:`doc_resolution_scaling` in the game's options menu
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to allow players to adjust the 3D rendering resolution separately from UI elements.
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This is useful for performance tuning, especially on lower-end hardware.
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**Pixel art:**
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