From 79c771de193b3c68e4d73d32a9a98ad096852ea0 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 18 Sep 2020 23:30:42 +0200 Subject: [PATCH] Document why Godot doesn't support changing the monitor resolution This closes https://github.com/godotengine/godot/issues/14542. --- tutorials/viewports/multiple_resolutions.rst | 21 ++++++++++++++++++++ 1 file changed, 21 insertions(+) diff --git a/tutorials/viewports/multiple_resolutions.rst b/tutorials/viewports/multiple_resolutions.rst index fc0b86da3..5525f91fb 100644 --- a/tutorials/viewports/multiple_resolutions.rst +++ b/tutorials/viewports/multiple_resolutions.rst @@ -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 ----------------------