Document why Godot doesn't support changing the monitor resolution

This closes https://github.com/godotengine/godot/issues/14542.
This commit is contained in:
Hugo Locurcio
2020-09-18 23:30:42 +02:00
parent 3f0a2830dc
commit 79c771de19

View File

@@ -67,6 +67,23 @@ that are different from this base size. Godot offers many ways to
control how the viewport will be resized and stretched to different
screen sizes.
.. note::
Godot follows a modern approach to multiple resolutions. The engine will
never change the monitor's resolution on its own. While changing the
monitor's resolution is the most efficient approach, it's also the least
reliable approach as it can leave the monitor stuck on a low resolution if
the game crashes. This is especially common on macOS or Linux which don't
handle resolution changes as well as Windows.
Changing the monitor's resolution also removes any control from the game
developer over filtering and aspect ratio stretching, which can be important
to ensure correct display for pixel art games.
On top of that, changing the monitor's resolution makes alt-tabbing in and
out of a game much slower since the monitor has to change resolutions every
time this is done.
Resizing
--------
@@ -245,6 +262,10 @@ the game data is loaded::
VisualServer.texture_set_shrink_all_x2_on_set_data(true)
Alternatively, you can also enable mipmaps on all your 2D textures. However,
enabling mipmaps will increase memory usage which may be problematic on low-end
mobile devices.
Handling aspect ratios
----------------------