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- .. _doc_multiple_resolutions:
- 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
- straightforward, as most screen aspect ratios are 16:9 and resolutions
- are standard (720p, 1080p, 1440p, 4K, …).
- For mobile games, at first, it was easy. For many years, the iPhone and iPad
- used the same resolution. When *Retina* was implemented, they just doubled
- the pixel density; most developers had to supply assets in default and double
- resolutions.
- Nowadays, this is no longer the case, as there are plenty of different screen
- sizes, densities, and aspect ratios. Non-conventional sizes are also becoming
- increasingly popular, such as ultrawide displays.
- For 3D games, there is not much of a need to support multiple resolutions (from
- the aesthetic point of view). The 3D geometry will just fill the screen based on
- the field of view, disregarding the aspect ratio. The main reason one may want
- to support this, in this case, is for *performance* reasons (running in lower
- resolution to increase frames per second).
- For 2D and game UIs, this is a different matter, as art needs to be created
- using specific pixel sizes in software such as Photoshop, GIMP or Krita.
- Since layouts, aspect ratios, resolutions, and pixel densities can change so
- much, it is no longer possible to design UIs for every specific screen.
- Another method must be used.
- One size fits all
- -----------------
- The most common approach is to use a single *base* resolution and
- then fit it to everything else. This resolution is how most players are expected
- to play the game (given their hardware). For mobile, Google has useful `stats
- <https://developer.android.com/about/dashboards>`_ online, and for desktop,
- Steam `also does <https://store.steampowered.com/hwsurvey/>`_.
- As an example, Steam shows that the most common *primary display resolution* is
- 1920×1080, so a sensible approach is to develop a game for this resolution, then
- handle scaling for different sizes and aspect ratios.
- Godot provides several useful tools to do this easily.
- .. seealso::
- You can see how Godot's support for multiple resolutions works in action using the
- `Multiple Resolutions and Aspect Ratios demo project <https://github.com/godotengine/godot-demo-projects/tree/master/gui/multiple_resolutions>`__.
- Base size
- ---------
- A base size for the window can be specified in the Project Settings under
- **Display → Window**.
- .. image:: img/screenres.webp
- 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.
- There is often a need to support devices with screen and window sizes
- 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::
- On this page, *window* refers to the screen area allotted to your game
- by the system, while *viewport* refers to the root object (accessible
- from ``get_tree().root``) which the game controls to fill this screen area.
- This viewport is a :ref:`Window <class_Window>` instance. Recall from the
- :ref:`introduction <doc_viewports>` that *all* Window objects are viewports.
- To configure the stretch base size at runtime from a script, use the
- ``get_tree().root.content_scale_size`` property (see
- :ref:`Window.content_scale_size <class_Window_property_content_scale_size>`).
- Changing this value can indirectly change the size of 2D elements. However, to
- provide a user-accessible scaling option, using
- :ref:`doc_multiple_resolutions_stretch_scale` is recommended as it's easier to
- adjust.
- .. 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
- --------
- There are several types of devices, with several types of screens, which
- in turn have different pixel density and resolutions. Handling all of
- them can be a lot of work, so Godot tries to make the developer's life a
- little easier. The :ref:`Viewport <class_Viewport>`
- node has several functions to handle resizing, and the root node of the
- scene tree is always a viewport (scenes loaded are instanced as a child
- of it, and it can always be accessed by calling
- ``get_tree().root`` or ``get_node("/root")``).
- In any case, while changing the root Viewport params is probably the
- most flexible way to deal with the problem, it can be a lot of work,
- code and guessing, so Godot provides a set of parameters in the
- project settings to handle multiple resolutions.
- Stretch settings
- ----------------
- Stretch settings are located in the project settings and provide several options:
- .. image:: img/stretchsettings.webp
- Stretch Mode
- ^^^^^^^^^^^^
- The **Stretch Mode** setting defines how the base size is stretched to fit
- the resolution of the window or screen. The animations below use a "base
- size" of just 16×9 pixels to demonstrate the effect of different stretch
- modes. A single sprite, also 16×9 pixels in size, covers the entire viewport,
- and a diagonal :ref:`Line2D <class_Line2D>` is added on top of it:
- .. image:: img/stretch_demo_scene.png
- .. Animated GIFs are generated from:
- .. https://github.com/ttencate/godot_scaling_mode
- - **Stretch Mode = Disabled** (default): No stretching happens. One
- unit in the scene corresponds to one pixel on the screen. In this
- mode, the **Stretch Aspect** setting has no effect.
- .. image:: img/stretch_disabled_expand.gif
- - **Stretch Mode = Canvas Items**: In this mode, the base size specified in
- width and height in the project settings is
- stretched to cover the whole screen (taking the **Stretch Aspect**
- setting into account). This means that everything is rendered
- directly at the target resolution. 3D is unaffected,
- while in 2D, there is no longer a 1:1 correspondence between sprite
- pixels and screen pixels, which may result in scaling artifacts.
- .. image:: img/stretch_2d_expand.gif
- - **Stretch Mode = Viewport**: Viewport scaling means that the size of
- the root :ref:`Viewport <class_Viewport>` is set precisely to the
- base size specified in the Project Settings' **Display** section.
- The scene is rendered to this viewport first. Finally, this viewport
- is scaled to fit the screen (taking the **Stretch Aspect** setting into
- account).
- .. image:: img/stretch_viewport_expand.gif
- To configure the stretch mode at runtime from a script, use the
- ``get_tree().root.content_scale_mode`` property (see
- :ref:`Window.content_scale_mode <class_Window_property_content_scale_mode>`
- and the :ref:`ContentScaleMode <enum_Window_ContentScaleMode>` enum).
- Stretch Aspect
- ^^^^^^^^^^^^^^
- The second setting is the stretch aspect. Note that this only takes effect if
- **Stretch Mode** is set to something other than **Disabled**.
- In the animations below, you will notice gray and black areas. The black
- areas are added by the engine and cannot be drawn into. The gray areas
- are part of your scene, and can be drawn to. The gray areas correspond
- to the region outside the blue frame you see in the 2D editor.
- - **Stretch Aspect = Ignore**: Ignore the aspect ratio when stretching
- the screen. This means that the original resolution will be stretched
- to exactly fill the screen, even if it's wider or narrower. This may
- result in nonuniform stretching: things looking wider or taller than
- designed.
- .. image:: img/stretch_viewport_ignore.gif
- - **Stretch Aspect = Keep**: Keep aspect ratio when stretching the
- screen. This means that the viewport retains its original size
- regardless of the screen resolution, and black bars will be added to
- the top/bottom of the screen ("letterboxing") or the sides
- ("pillarboxing").
- This is a good option if you know the aspect ratio of your target
- devices in advance, or if you don't want to handle different aspect
- ratios.
- .. image:: img/stretch_viewport_keep.gif
- - **Stretch Aspect = Keep Width**: Keep aspect ratio when stretching the
- screen. If the screen is wider than the base size, black bars are
- added at the left and right (pillarboxing). But if the screen is
- taller than the base resolution, the viewport will be grown in the
- vertical direction (and more content will be visible to the bottom).
- You can also think of this as "Expand Vertically".
- This is usually the best option for creating GUIs or HUDs that scale,
- so some controls can be anchored to the bottom
- (:ref:`doc_size_and_anchors`).
- .. image:: img/stretch_viewport_keep_width.gif
- - **Stretch Aspect = Keep Height**: Keep aspect ratio when stretching
- the screen. If the screen is taller than the base size, black
- bars are added at the top and bottom (letterboxing). But if the
- screen is wider than the base resolution, the viewport will be grown
- in the horizontal direction (and more content will be visible to the
- right). You can also think of this as "Expand Horizontally".
- This is usually the best option for 2D games that scroll horizontally
- (like runners or platformers).
- .. image:: img/stretch_viewport_keep_height.gif
- - **Stretch Aspect = Expand**: Keep aspect ratio when stretching the
- screen, but keep neither the base width nor height. Depending on the
- screen aspect ratio, the viewport will either be larger in the
- horizontal direction (if the screen is wider than the base size) or
- in the vertical direction (if the screen is taller than the original
- size).
- .. image:: img/stretch_viewport_expand.gif
- .. tip::
- To support both portrait and landscape mode with a similar automatically
- determined scale factor, set your project's base resolution to be a *square*
- (1:1 aspect ratio) instead of a rectangle. For instance, if you wish to design
- for 1280×720 as the base resolution but wish to support both portrait and
- landscape mode, use 720×720 as the project's base window size in the
- Project Settings.
- To allow the user to choose their preferred screen orientation at runtime,
- remember to set **Display > Window > Handheld > Orientation** to ``sensor``.
- To configure the stretch aspect at runtime from a script, use the
- ``get_tree().root.content_scale_aspect`` property (see
- :ref:`Window.content_scale_aspect <class_Window_property_content_scale_aspect>`
- and the :ref:`ContentScaleAspect <enum_Window_ContentScaleAspect>` enum).
- .. _doc_multiple_resolutions_stretch_scale:
- Stretch Scale
- ^^^^^^^^^^^^^
- The **Scale** setting allows you to add an extra scaling factor on top of
- what the **Stretch** options above already provide. The default value of ``1.0``
- means that no additional scaling occurs.
- For example, if you set **Scale** to ``2.0`` and leave **Stretch Mode** on
- **Disabled**, each unit in your scene will correspond to 2×2 pixels on the
- screen. This is a good way to provide scaling options for non-game applications.
- If **Stretch Mode** is set to **canvas_items**, 2D elements will be scaled
- relative to the base window size, then multiplied by the **Scale** setting. This
- can be exposed to players to allow them to adjust the automatically determined
- scale to their liking, for better accessibility.
- If **Stretch Mode** is set to **viewport**, the viewport's resolution is divided
- by **Scale**. This makes pixels look larger and reduces rendering resolution
- (with a given window size), which can improve performance.
- To configure the stretch scale at runtime from a script, use the
- ``get_tree().root.content_scale_factor`` property (see
- :ref:`Window.content_scale_factor <class_Window_property_content_scale_factor>`).
- .. _doc_multiple_resolutions_stretch_scale_mode:
- Stretch Scale Mode
- ^^^^^^^^^^^^^^^^^^
- Since Godot 4.2, the **Stretch Scale Mode** setting allows you to constrain the
- automatically determined scale factor (as well as the manually specified
- **Stretch Scale** setting) to integer values. By default, this setting is set to
- ``fractional``, which allows any scale factor to be applied (including fractional
- values such as ``2.5``). When set to ``integer``, the value is rounded down to
- the nearest integer. For example, instead of using a scale factor of ``2.5``, it
- would be rounded down to ``2.0``. This is useful to prevent distortion when
- displaying pixel art.
- Compare this pixel art which is displayed with the ``viewport`` stretch mode,
- with the stretch scale mode set to ``fractional``:
- .. figure:: img/multiple_resolutions_pixel_art_fractional_scaling.webp
- :align: center
- :alt: Fractional scaling example (incorrect pixel art appearance)
- Checkerboard doesn't look "even". Line widths in the logo and text varies wildly.
- This pixel art is also displayed with the ``viewport`` stretch mode, but the
- stretch scale mode is set to ``integer`` this time:
- .. figure:: img/multiple_resolutions_pixel_art_integer_scaling.webp
- :align: center
- :alt: Integer scaling example (correct pixel art appearance)
- Checkerboard looks perfectly even. Line widths are consistent.
- For example, if your viewport base size is 640×360 and the window size is 1366×768:
- - When using ``fractional``, the viewport is displayed at a resolution of
- 1366×768 (scale factor is roughly 2.133×). The entire window space is used.
- Each pixel in the viewport corresponds to 2.133×2.133 pixels in the displayed
- area. However, since displays can only display "whole" pixels, this will lead
- to uneven pixel scaling which results in incorrect appearance of pixel art.
- - When using ``integer``, the viewport is displayed at a resolution of 1280×720
- (scale factor is 2×). The remaining space is filled with black bars on all
- four sides, so that each pixel in the viewport corresponds to 2×2 pixels in
- the displayed area.
- This setting is effective with any stretch mode. However, when using the
- ``disabled`` stretch mode, it will only affect the **Stretch Scale** setting by
- rounding it *down* to the nearest integer value. This can be used for 3D games
- that have a pixel art UI, so that the visible area in the 3D viewport doesn't
- reduce in size (which occurs when using ``canvas_items`` or ``viewport`` stretch
- mode with the ``integer`` scale mode).
- .. tip::
- Games should use the **Exclusive Fullscreen** window mode, as opposed to
- **Fullscreen** which is designed to prevent Windows from automatically
- treating the window as if it was exclusive fullscreen.
- **Fullscreen** is meant to be used by GUI applications that want to use
- per-pixel transparency without a risk of having it disabled by the OS. It
- achieves this by leaving a 1-pixel line at the bottom of the screen. By
- contrast, **Exclusive Fullscreen** uses the actual screen size and allows
- Windows to reduce jitter and input lag for fullscreen games.
- When using integer scaling, this is particularly important as the 1-pixel
- height reduction from the **Fullscreen** mode can cause integer scaling to
- use a smaller scale factor than expected.
- Common use case scenarios
- -------------------------
- The following settings are recommended to support multiple resolutions and aspect
- ratios well.
- Desktop game
- ^^^^^^^^^^^^
- **Non-pixel art:**
- - Set the base window width to ``1920`` and window height to ``1080``. If you have a
- display smaller than 1920×1080, set **Window Width Override** and **Window Height Override** to
- lower values to make the window smaller when the project starts.
- - Alternatively, if you're targeting high-end devices primarily, set the base
- window width to ``3840`` and window height to ``2160``.
- This allows you to provide higher resolution 2D assets, resulting in crisper
- visuals at the cost of higher memory usage and file sizes.
- Note that this will make non-mipmapped textures grainy on low resolution devices,
- so make sure to follow the instructions described in
- :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
- - Set the stretch mode to ``canvas_items``.
- - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
- and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
- - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
- **Pixel art:**
- - Set the base window size to the viewport size you intend to use. Most pixel
- art games use viewport sizes between 256×224 and 640×480. 640×360 is a good
- baseline, as it scales to 1280×720, 1920×1080, 2560×1440, and 3840×2160 without
- any black bars when using integer scaling. Higher viewport sizes will require
- using higher resolution artwork, unless you intend to show more of the game
- world at a given time.
- - Set the stretch mode to ``viewport``.
- - Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with
- black bars). As an alternative, you can set the stretch aspect to ``expand`` to
- support multiple aspect ratios.
- - If using the ``expand`` stretch aspect, Configure Control nodes' anchors to
- snap to the correct corners using the **Layout** menu.
- - Set the stretch scale mode to ``integer``. This prevents uneven pixel scaling
- from occurring, which makes pixel art not display as intended.
- .. note::
- The ``viewport`` stretch mode provides low-resolution rendering that is then
- stretched to the final window size. If you are OK with sprites being able to
- move or rotate in "sub-pixel" positions or wish to have a high resolution 3D
- viewport, you should use the ``canvas_items`` stretch mode instead of the ``viewport``
- stretch mode.
- Mobile game in landscape mode
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Godot is configured to use landscape mode by default. This means you don't need
- to change the display orientation project setting.
- - Set the base window width to ``1280`` and window height to ``720``.
- - Alternatively, if you're targeting high-end devices primarily, set the base
- window width to ``1920`` and window height to ``1080``.
- This allows you to provide higher resolution 2D assets, resulting in crisper
- visuals at the cost of higher memory usage and file sizes. Many devices have
- even higher resolution displays (1440p), but the difference with 1080p is
- barely visible given the small size of smartphone displays.
- Note that this will make non-mipmapped textures grainy on low resolution devices,
- so make sure to follow the instructions described in
- :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
- - Set the stretch mode to ``canvas_items``.
- - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
- and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
- - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
- .. tip::
- To better support tablets and foldable phones (which frequently feature
- displays with aspect ratios close to 4:3), consider using a base resolution
- that has a 4:3 aspect ratio while following the rest of the instructions
- here. For instance, you can set the base window width to ``1280`` and the
- base window height to ``960``.
- Mobile game in portrait mode
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- - Set the base window width to ``720`` and window height to ``1280``.
- - Alternatively, if you're targeting high-end devices primarily, set the base
- window width to ``1080`` and window height to ``1920``.
- This allows you to provide higher resolution 2D assets, resulting in crisper
- visuals at the cost of higher memory usage and file sizes. Many devices have
- even higher resolution displays (1440p), but the difference with 1080p is
- barely visible given the small size of smartphone displays.
- Note that this will make non-mipmapped textures grainy on low resolution devices,
- so make sure to follow the instructions described in
- :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
- - Set **Display > Window > Handheld > Orientation** to ``portrait``.
- - Set the stretch mode to ``canvas_items``.
- - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
- and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
- - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
- .. tip::
- To better support tablets and foldable phones (which frequently feature
- displays with aspect ratios close to 4:3), consider using a base resolution
- that has a 3:4 aspect ratio while following the rest of the instructions
- here. For instance, you can set the base window width to ``960`` and the
- base window height to ``1280``.
- Non-game application
- ^^^^^^^^^^^^^^^^^^^^
- - Set the base window width and height to the smallest window size that you intend to target.
- This is not required, but this ensures that you design your UI with small window sizes in mind.
- - Keep the stretch mode to its default value, ``disabled``.
- - Keep the stretch aspect to its default value, ``ignore``
- (its value won't be used since the stretch mode is ``disabled``).
- - You can define a minimum window size by calling ``get_window().set_min_size()`` in a
- script's ``_ready()`` function. This prevents the user from resizing the application
- below a certain size, which could break the UI layout.
- .. UPDATE: Planned feature. When manually override the 2D scale factor is supported,
- .. update this note.
- .. note::
- Godot doesn't support manually overriding the 2D scale factor yet, so it is
- not possible to have hiDPI support in non-game applications. Due to this, it
- is recommended to leave **Allow Hidpi** disabled in non-game applications to
- allow for the OS to use its low-DPI fallback.
- hiDPI support
- -------------
- By default, Godot projects are considered DPI-aware by the operating system.
- This is controlled by the **Display > Window > Dpi > Allow Hidpi** project setting,
- which should be left enabled whenever possible. Disabling DPI awareness can break
- fullscreen behavior on Windows.
- Since Godot projects are DPI-aware, they may appear at a very small window size
- when launching on an hiDPI display (proportionally to the screen resolution).
- For a game, the most common way to work around this issue is to make them
- fullscreen by default. Alternatively, you could set the window size in an
- :ref:`autoload <doc_singletons_autoload>`'s ``_ready()`` function according to
- the screen size.
- To ensure 2D elements don't appear too small on hiDPI displays:
- - For games, use the ``canvas_items`` or ``viewport`` stretch modes so that 2D
- elements are automatically resized according to the current window size.
- - For non-game applications, use the ``disabled`` stretch mode and set the
- stretch scale to a value corresponding to the display scale factor in an
- :ref:`autoload <doc_singletons_autoload>`'s ``_ready()`` function.
- The display scale factor is set in the operating system's settings and can be queried
- using :ref:`screen_get_scale<class_DisplayServer_method_screen_get_scale>`. This
- method is currently only implemented on macOS. On other operating systems, you
- will need to implement a method to guess the display scale factor based on the
- screen resolution (with a setting to let the user override this if needed). This
- is the approach currently used by the Godot editor.
- The **Allow Hidpi** setting is only effective on Windows and macOS. It's ignored
- on all other platforms.
- .. note::
- The Godot editor itself is always marked as DPI-aware. Running the project
- from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the
- Project Settings.
- .. _doc_multiple_resolutions_reducing_aliasing_on_downsampling:
- Reducing aliasing on downsampling
- ---------------------------------
- If the game has a very high base resolution (e.g. 3840×2160), aliasing might
- appear when downsampling to something considerably lower like 1280×720.
- To resolve this, you can :ref:`enable mipmaps <doc_importing_images_mipmaps>` on
- all your 2D textures. However, enabling mipmaps will increase memory usage which
- can be an issue on low-end mobile devices.
- Handling aspect ratios
- ----------------------
- Once scaling for different resolutions is accounted for, make sure that
- your *user interface* also scales for different aspect ratios. This can be
- done using :ref:`anchors <doc_size_and_anchors>` and/or :ref:`containers
- <doc_gui_containers>`.
- Field of view scaling
- ---------------------
- The 3D Camera node's **Keep Aspect** property defaults to the **Keep Height**
- scaling mode (also called *Hor+*). This is usually the best value for desktop
- games and mobile games in landscape mode, as widescreen displays will
- automatically use a wider field of view.
- However, if your 3D game is intended to be played in portrait mode, it may make
- more sense to use **Keep Width** instead (also called *Vert-*). This way,
- smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use a
- *taller* field of view, which is more logical here.
- Scaling 2D and 3D elements differently using Viewports
- ------------------------------------------------------
- Using multiple Viewport nodes, you can have different scales for various
- elements. For instance, you can use this to render the 3D world at a low
- resolution while keeping 2D elements at the native resolution. This can improve
- performance significantly while keeping the HUD and other 2D elements crisp.
- This is done by using the root Viewport node only for 2D elements, then creating
- a Viewport node to display the 3D world and displaying it using a
- SubViewportContainer or TextureRect node. There will effectively be two viewports
- in the final project. One upside of using TextureRect over SubViewportContainer is
- that it allows enable linear filtering. This makes scaled 3D viewports look
- better in many cases.
- See the
- `3D viewport scaling demo <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/3d_scaling>`__
- for examples.
|