tutorials/rendering/multiple_resolutions #275
Replies: 5 comments 15 replies
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"However, what it does is not completely obvious; the engine will not attempt to switch the monitor to this resolution. Rather, think of this setting as the "design size", i.e. the size of the area that you work with in the editor. This setting corresponds directly to the size of the blue rectangle in the 2D editor." The above text is very verbose. I think my version(the below text) is more concise. "This setting defines the 'design size,' the workspace area you see in the editor, represented by the blue rectangle in the 2D editor. It does not switch the monitor resolution but establishes the dimensions for your design." |
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from my personal testing ... godot at the moment does not have a real screen resolution settings that works as you would expect ... (I got all the down sides and non of the benefits) in 3D on PC lowering the resolution in full screen is just point less as instead of actually lowering the resolution gain performance in the process ... you are down scaling the viewport resolution ... and if you upscale then you get nothing because it basically upscale the the viewport resolution again this problem creeped up on me when i set up my cross platform (mobile and PC) viewport resolution to 1920x1080 and noticed a sharp drop on the mobile FPS ... this was expected and when i decided to drop the resolution using the settings i found out that I can't really do that to gain FPS ... not even on PC I have tested multiple ways wrong and right read the docs (clearly) and looked at settings plugins and looked online a lot and these function are what I got across get_window().set_size(Vector2i(960,540)) var viewport: Window = get_tree().root no of which matched the performance of setting your view port to the default 1152x648 which was a higher resolution than what I was testing coming from unreal i though the viewport setting was more of a guide (which is confirmed in this doc), and just like in unreal (and unity now that I think about it) changing your resolution on mobile is a bit of a No No (God knows why) ... and I would have been ok with that if I could see the real quality increase on PC ... and sadly changing the viewport scale before building won't work because it is what your UI scaling realize on (as it should) if any one has a real solution to this please share it ... other wise i would have to down scale my game to run smoothly on mobile and drop the graphics finial graphics quality for PC along the way Note: considering how fast Godot runs, how would one develop for PC only ... the quality lose because you set the viewprot to 1920x1080 when the game runs on 4k is significant, and the performance lose when running a 4k viewport on 1920x1080 is really big ... both of which (in the case of 3D) have no really reason !!?? |
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I am making a 2d platformer that has an additional game mode of survival. The two have different device orientation that they are optimized for, I currently have it working mostly with dynamically changing camera but that doesnt dynamically change the resolution. I think i could dynamically change the resolution by calling to it. Does an andriod game still have access to those type of settings will installed fully (not a debugger) on a device? |
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This seems like an exceptionally verbose piece of documentation, which is trying to cover both 2D and 3D which have very different requirements. While changing resolution for a 2D game is arguably unnecessary, for 3D this is an extremely basic requirement. It reads more as a "this is why we're being obtuse and not supporting a basic 3D feature" more than it does documentation. |
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In the section about "targeting high end devices", I would add another step: set "gui/theme/default_theme_scale" to 2.0. This will prevent the built-in controls from being unusably tiny. |
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tutorials/rendering/multiple_resolutions
The problem of multiple resolutions: Developers often have trouble understanding how to best support multiple resolutions in their games. For desktop and console games, this is more or less straigh...
https://docs.godotengine.org/en/stable/tutorials/rendering/multiple_resolutions.html
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