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Document why Godot doesn't support changing the monitor resolution
This closes https://github.com/godotengine/godot/issues/14542.
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@@ -67,6 +67,23 @@ that are different from this base size. Godot offers many ways to
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control how the viewport will be resized and stretched to different
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screen sizes.
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.. note::
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Godot follows a modern approach to multiple resolutions. The engine will
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never change the monitor's resolution on its own. While changing the
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monitor's resolution is the most efficient approach, it's also the least
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reliable approach as it can leave the monitor stuck on a low resolution if
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the game crashes. This is especially common on macOS or Linux which don't
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handle resolution changes as well as Windows.
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Changing the monitor's resolution also removes any control from the game
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developer over filtering and aspect ratio stretching, which can be important
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to ensure correct display for pixel art games.
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On top of that, changing the monitor's resolution makes alt-tabbing in and
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out of a game much slower since the monitor has to change resolutions every
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time this is done.
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Resizing
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--------
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@@ -245,6 +262,10 @@ the game data is loaded::
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VisualServer.texture_set_shrink_all_x2_on_set_data(true)
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Alternatively, you can also enable mipmaps on all your 2D textures. However,
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enabling mipmaps will increase memory usage which may be problematic on low-end
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mobile devices.
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Handling aspect ratios
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----------------------
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