multiple_resolutions.rst 26 KB

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  1. .. _doc_multiple_resolutions:
  2. Multiple resolutions
  3. ====================
  4. The problem of multiple resolutions
  5. -----------------------------------
  6. Developers often have trouble understanding how to best support multiple
  7. resolutions in their games. For desktop and console games, this is more or less
  8. straightforward, as most screen aspect ratios are 16:9 and resolutions
  9. are standard (720p, 1080p, 1440p, 4K, …).
  10. For mobile games, at first, it was easy. For many years, the iPhone and iPad
  11. used the same resolution. When *Retina* was implemented, they just doubled
  12. the pixel density; most developers had to supply assets in default and double
  13. resolutions.
  14. Nowadays, this is no longer the case, as there are plenty of different screen
  15. sizes, densities, and aspect ratios. Non-conventional sizes are also becoming
  16. increasingly popular, such as ultrawide displays.
  17. For 3D games, there is not much of a need to support multiple resolutions (from
  18. the aesthetic point of view). The 3D geometry will just fill the screen based on
  19. the field of view, disregarding the aspect ratio. The main reason one may want
  20. to support this, in this case, is for *performance* reasons (running in lower
  21. resolution to increase frames per second).
  22. For 2D and game UIs, this is a different matter, as art needs to be created
  23. using specific pixel sizes in software such as Photoshop, GIMP or Krita.
  24. Since layouts, aspect ratios, resolutions, and pixel densities can change so
  25. much, it is no longer possible to design UIs for every specific screen.
  26. Another method must be used.
  27. One size fits all
  28. -----------------
  29. The most common approach is to use a single *base* resolution and
  30. then fit it to everything else. This resolution is how most players are expected
  31. to play the game (given their hardware). For mobile, Google has useful `stats
  32. <https://developer.android.com/about/dashboards>`_ online, and for desktop,
  33. Steam `also does <https://store.steampowered.com/hwsurvey/>`_.
  34. As an example, Steam shows that the most common *primary display resolution* is
  35. 1920×1080, so a sensible approach is to develop a game for this resolution, then
  36. handle scaling for different sizes and aspect ratios.
  37. Godot provides several useful tools to do this easily.
  38. .. seealso::
  39. You can see how Godot's support for multiple resolutions works in action using the
  40. `Multiple Resolutions and Aspect Ratios demo project <https://github.com/godotengine/godot-demo-projects/tree/master/gui/multiple_resolutions>`__.
  41. Base size
  42. ---------
  43. A base size for the window can be specified in the Project Settings under
  44. **Display → Window**.
  45. .. image:: img/screenres.webp
  46. However, what it does is not completely obvious; the engine will *not*
  47. attempt to switch the monitor to this resolution. Rather, think of this
  48. setting as the "design size", i.e. the size of the area that you work
  49. with in the editor. This setting corresponds directly to the size of the
  50. blue rectangle in the 2D editor.
  51. There is often a need to support devices with screen and window sizes
  52. that are different from this base size. Godot offers many ways to
  53. control how the viewport will be resized and stretched to different
  54. screen sizes.
  55. .. note::
  56. On this page, *window* refers to the screen area allotted to your game
  57. by the system, while *viewport* refers to the root object (accessible
  58. from ``get_tree().root``) which the game controls to fill this screen area.
  59. This viewport is a :ref:`Window <class_Window>` instance. Recall from the
  60. :ref:`introduction <doc_viewports>` that *all* Window objects are viewports.
  61. To configure the stretch base size at runtime from a script, use the
  62. ``get_tree().root.content_scale_size`` property (see
  63. :ref:`Window.content_scale_size <class_Window_property_content_scale_size>`).
  64. Changing this value can indirectly change the size of 2D elements. However, to
  65. provide a user-accessible scaling option, using
  66. :ref:`doc_multiple_resolutions_stretch_scale` is recommended as it's easier to
  67. adjust.
  68. .. note::
  69. Godot follows a modern approach to multiple resolutions. The engine will
  70. never change the monitor's resolution on its own. While changing the
  71. monitor's resolution is the most efficient approach, it's also the least
  72. reliable approach as it can leave the monitor stuck on a low resolution if
  73. the game crashes. This is especially common on macOS or Linux which don't
  74. handle resolution changes as well as Windows.
  75. Changing the monitor's resolution also removes any control from the game
  76. developer over filtering and aspect ratio stretching, which can be important
  77. to ensure correct display for pixel art games.
  78. On top of that, changing the monitor's resolution makes alt-tabbing in and
  79. out of a game much slower since the monitor has to change resolutions every
  80. time this is done.
  81. Resizing
  82. --------
  83. There are several types of devices, with several types of screens, which
  84. in turn have different pixel density and resolutions. Handling all of
  85. them can be a lot of work, so Godot tries to make the developer's life a
  86. little easier. The :ref:`Viewport <class_Viewport>`
  87. node has several functions to handle resizing, and the root node of the
  88. scene tree is always a viewport (scenes loaded are instanced as a child
  89. of it, and it can always be accessed by calling
  90. ``get_tree().root`` or ``get_node("/root")``).
  91. In any case, while changing the root Viewport params is probably the
  92. most flexible way to deal with the problem, it can be a lot of work,
  93. code and guessing, so Godot provides a set of parameters in the
  94. project settings to handle multiple resolutions.
  95. Stretch settings
  96. ----------------
  97. Stretch settings are located in the project settings and provide several options:
  98. .. image:: img/stretchsettings.webp
  99. Stretch Mode
  100. ^^^^^^^^^^^^
  101. The **Stretch Mode** setting defines how the base size is stretched to fit
  102. the resolution of the window or screen. The animations below use a "base
  103. size" of just 16×9 pixels to demonstrate the effect of different stretch
  104. modes. A single sprite, also 16×9 pixels in size, covers the entire viewport,
  105. and a diagonal :ref:`Line2D <class_Line2D>` is added on top of it:
  106. .. image:: img/stretch_demo_scene.png
  107. .. Animated GIFs are generated from:
  108. .. https://github.com/ttencate/godot_scaling_mode
  109. - **Stretch Mode = Disabled** (default): No stretching happens. One
  110. unit in the scene corresponds to one pixel on the screen. In this
  111. mode, the **Stretch Aspect** setting has no effect.
  112. .. image:: img/stretch_disabled_expand.gif
  113. - **Stretch Mode = Canvas Items**: In this mode, the base size specified in
  114. width and height in the project settings is
  115. stretched to cover the whole screen (taking the **Stretch Aspect**
  116. setting into account). This means that everything is rendered
  117. directly at the target resolution. 3D is unaffected,
  118. while in 2D, there is no longer a 1:1 correspondence between sprite
  119. pixels and screen pixels, which may result in scaling artifacts.
  120. .. image:: img/stretch_2d_expand.gif
  121. - **Stretch Mode = Viewport**: Viewport scaling means that the size of
  122. the root :ref:`Viewport <class_Viewport>` is set precisely to the
  123. base size specified in the Project Settings' **Display** section.
  124. The scene is rendered to this viewport first. Finally, this viewport
  125. is scaled to fit the screen (taking the **Stretch Aspect** setting into
  126. account).
  127. .. image:: img/stretch_viewport_expand.gif
  128. To configure the stretch mode at runtime from a script, use the
  129. ``get_tree().root.content_scale_mode`` property (see
  130. :ref:`Window.content_scale_mode <class_Window_property_content_scale_mode>`
  131. and the :ref:`ContentScaleMode <enum_Window_ContentScaleMode>` enum).
  132. Stretch Aspect
  133. ^^^^^^^^^^^^^^
  134. The second setting is the stretch aspect. Note that this only takes effect if
  135. **Stretch Mode** is set to something other than **Disabled**.
  136. In the animations below, you will notice gray and black areas. The black
  137. areas are added by the engine and cannot be drawn into. The gray areas
  138. are part of your scene, and can be drawn to. The gray areas correspond
  139. to the region outside the blue frame you see in the 2D editor.
  140. - **Stretch Aspect = Ignore**: Ignore the aspect ratio when stretching
  141. the screen. This means that the original resolution will be stretched
  142. to exactly fill the screen, even if it's wider or narrower. This may
  143. result in nonuniform stretching: things looking wider or taller than
  144. designed.
  145. .. image:: img/stretch_viewport_ignore.gif
  146. - **Stretch Aspect = Keep**: Keep aspect ratio when stretching the
  147. screen. This means that the viewport retains its original size
  148. regardless of the screen resolution, and black bars will be added to
  149. the top/bottom of the screen ("letterboxing") or the sides
  150. ("pillarboxing").
  151. This is a good option if you know the aspect ratio of your target
  152. devices in advance, or if you don't want to handle different aspect
  153. ratios.
  154. .. image:: img/stretch_viewport_keep.gif
  155. - **Stretch Aspect = Keep Width**: Keep aspect ratio when stretching the
  156. screen. If the screen is wider than the base size, black bars are
  157. added at the left and right (pillarboxing). But if the screen is
  158. taller than the base resolution, the viewport will be grown in the
  159. vertical direction (and more content will be visible to the bottom).
  160. You can also think of this as "Expand Vertically".
  161. This is usually the best option for creating GUIs or HUDs that scale,
  162. so some controls can be anchored to the bottom
  163. (:ref:`doc_size_and_anchors`).
  164. .. image:: img/stretch_viewport_keep_width.gif
  165. - **Stretch Aspect = Keep Height**: Keep aspect ratio when stretching
  166. the screen. If the screen is taller than the base size, black
  167. bars are added at the top and bottom (letterboxing). But if the
  168. screen is wider than the base resolution, the viewport will be grown
  169. in the horizontal direction (and more content will be visible to the
  170. right). You can also think of this as "Expand Horizontally".
  171. This is usually the best option for 2D games that scroll horizontally
  172. (like runners or platformers).
  173. .. image:: img/stretch_viewport_keep_height.gif
  174. - **Stretch Aspect = Expand**: Keep aspect ratio when stretching the
  175. screen, but keep neither the base width nor height. Depending on the
  176. screen aspect ratio, the viewport will either be larger in the
  177. horizontal direction (if the screen is wider than the base size) or
  178. in the vertical direction (if the screen is taller than the original
  179. size).
  180. .. image:: img/stretch_viewport_expand.gif
  181. .. tip::
  182. To support both portrait and landscape mode with a similar automatically
  183. determined scale factor, set your project's base resolution to be a *square*
  184. (1:1 aspect ratio) instead of a rectangle. For instance, if you wish to design
  185. for 1280×720 as the base resolution but wish to support both portrait and
  186. landscape mode, use 720×720 as the project's base window size in the
  187. Project Settings.
  188. To allow the user to choose their preferred screen orientation at run-time,
  189. remember to set **Display > Window > Handheld > Orientation** to ``sensor``.
  190. To configure the stretch aspect at runtime from a script, use the
  191. ``get_tree().root.content_scale_aspect`` property (see
  192. :ref:`Window.content_scale_aspect <class_Window_property_content_scale_aspect>`
  193. and the :ref:`ContentScaleAspect <enum_Window_ContentScaleAspect>` enum).
  194. .. _doc_multiple_resolutions_stretch_scale:
  195. Stretch Scale
  196. ^^^^^^^^^^^^^
  197. The **Scale** setting allows you to add an extra scaling factor on top of
  198. what the **Stretch** options above already provide. The default value of ``1.0``
  199. means that no additional scaling occurs.
  200. For example, if you set **Scale** to ``2.0`` and leave **Stretch Mode** on
  201. **Disabled**, each unit in your scene will correspond to 2×2 pixels on the
  202. screen. This is a good way to provide scaling options for non-game applications.
  203. If **Stretch Mode** is set to **canvas_items**, 2D elements will be scaled
  204. relative to the base window size, then multiplied by the **Scale** setting. This
  205. can be exposed to players to allow them to adjust the automatically determined
  206. scale to their liking, for better accessibility.
  207. If **Stretch Mode** is set to **viewport**, the viewport's resolution is divided
  208. by **Scale**. This makes pixels look larger and reduces rendering resolution
  209. (with a given window size), which can improve performance.
  210. To configure the stretch scale at runtime from a script, use the
  211. ``get_tree().root.content_scale_factor`` property (see
  212. :ref:`Window.content_scale_factor <class_Window_property_content_scale_factor>`).
  213. .. _doc_multiple_resolutions_stretch_scale_mode:
  214. Stretch Scale Mode
  215. ^^^^^^^^^^^^^^^^^^
  216. Since Godot 4.2, the **Stretch Scale Mode** setting allows you to constrain the
  217. automatically determined scale factor (as well as the manually specified
  218. **Stretch Scale** setting) to integer values. By default, this setting is set to
  219. ``fractional``, which allows any scale factor to be applied (including fractional
  220. values such as ``2.5``). When set to ``integer``, the value is rounded down to
  221. the nearest integer. For example, instead of using a scale factor of ``2.5``, it
  222. would be rounded down to ``2.0``. This is useful to prevent distortion when
  223. displaying pixel art.
  224. Compare this pixel art which is displayed with the ``viewport`` stretch mode,
  225. with the stretch scale mode set to ``fractional``:
  226. .. figure:: img/multiple_resolutions_pixel_art_fractional_scaling.webp
  227. :align: center
  228. :alt: Fractional scaling example (incorrect pixel art appearance)
  229. Checkerboard doesn't look "even". Line widths in the logo and text varies wildly.
  230. This pixel art is also displayed with the ``viewport`` stretch mode, but the
  231. stretch scale mode is set to ``integer`` this time:
  232. .. figure:: img/multiple_resolutions_pixel_art_integer_scaling.webp
  233. :align: center
  234. :alt: Integer scaling example (correct pixel art appearance)
  235. Checkerboard looks perfectly even. Line widths are consistent.
  236. For example, if your viewport base size is 640×360 and the window size is 1366×768:
  237. - When using ``fractional``, the viewport is displayed at a resolution of
  238. 1366×768 (scale factor is roughly 2.133×). The entire window space is used.
  239. Each pixel in the viewport corresponds to 2.133×2.133 pixels in the displayed
  240. area. However, since displays can only display "whole" pixels, this will lead
  241. to uneven pixel scaling which results in incorrect appearance of pixel art.
  242. - When using ``integer``, the viewport is displayed at a resolution of 1280×720
  243. (scale factor is 2×). The remaining space is filled with black bars on all
  244. four sides, so that each pixel in the viewport corresponds to 2×2 pixels in
  245. the displayed area.
  246. This setting is effective with any stretch mode. However, when using the
  247. ``disabled`` stretch mode, it will only affect the **Stretch Scale** setting by
  248. rounding it *down* to the nearest integer value. This can be used for 3D games
  249. that have a pixel art UI, so that the visible area in the 3D viewport doesn't
  250. reduce in size (which occurs when using ``canvas_items`` or ``viewport`` stretch
  251. mode with the ``integer`` scale mode).
  252. .. tip::
  253. Games should use the **Exclusive Fullscreen** window mode, as opposed to
  254. **Fullscreen** which is designed to prevent Windows from automatically
  255. treating the window as if it was exclusive fullscreen.
  256. **Fullscreen** is meant to be used by GUI applications that want to use
  257. per-pixel transparency without a risk of having it disabled by the OS. It
  258. achieves this by leaving a 1-pixel line at the bottom of the screen. By
  259. contrast, **Exclusive Fullscreen** uses the actual screen size and allows
  260. Windows to reduce jitter and input lag for fullscreen games.
  261. When using integer scaling, this is particularly important as the 1-pixel
  262. height reduction from the **Fullscreen** mode can cause integer scaling to
  263. use a smaller scale factor than expected.
  264. Common use case scenarios
  265. -------------------------
  266. The following settings are recommended to support multiple resolutions and aspect
  267. ratios well.
  268. Desktop game
  269. ^^^^^^^^^^^^
  270. **Non-pixel art:**
  271. - Set the base window width to ``1920`` and window height to ``1080``. If you have a
  272. display smaller than 1920×1080, set **Window Width Override** and **Window Height Override** to
  273. lower values to make the window smaller when the project starts.
  274. - Alternatively, if you're targeting high-end devices primarily, set the base
  275. window width to ``3840`` and window height to ``2160``.
  276. This allows you to provide higher resolution 2D assets, resulting in crisper
  277. visuals at the cost of higher memory usage and file sizes.
  278. Note that this will make non-mipmapped textures grainy on low resolution devices,
  279. so make sure to follow the instructions described in
  280. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  281. - Set the stretch mode to ``canvas_items``.
  282. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  283. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  284. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  285. **Pixel art:**
  286. - Set the base window size to the viewport size you intend to use. Most pixel
  287. art games use viewport sizes between 256×224 and 640×480. 640×360 is a good
  288. baseline, as it scales to 1280×720, 1920×1080, 2560×1440, and 3840×2160 without
  289. any black bars when using integer scaling. Higher viewport sizes will require
  290. using higher resolution artwork, unless you intend to show more of the game
  291. world at a given time.
  292. - Set the stretch mode to ``viewport``.
  293. - Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with
  294. black bars). As an alternative, you can set the stretch aspect to ``expand`` to
  295. support multiple aspect ratios.
  296. - If using the ``expand`` stretch aspect, Configure Control nodes' anchors to
  297. snap to the correct corners using the **Layout** menu.
  298. - Set the stretch scale mode to ``integer``. This prevents uneven pixel scaling
  299. from occurring, which makes pixel art not display as intended.
  300. .. note::
  301. The ``viewport`` stretch mode provides low-resolution rendering that is then
  302. stretched to the final window size. If you are OK with sprites being able to
  303. move or rotate in "sub-pixel" positions or wish to have a high resolution 3D
  304. viewport, you should use the ``canvas_items`` stretch mode instead of the ``viewport``
  305. stretch mode.
  306. Mobile game in landscape mode
  307. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  308. Godot is configured to use landscape mode by default. This means you don't need
  309. to change the display orientation project setting.
  310. - Set the base window width to ``1280`` and window height to ``720``.
  311. - Alternatively, if you're targeting high-end devices primarily, set the base
  312. window width to ``1920`` and window height to ``1080``.
  313. This allows you to provide higher resolution 2D assets, resulting in crisper
  314. visuals at the cost of higher memory usage and file sizes. Many devices have
  315. even higher resolution displays (1440p), but the difference with 1080p is
  316. barely visible given the small size of smartphone displays.
  317. Note that this will make non-mipmapped textures grainy on low resolution devices,
  318. so make sure to follow the instructions described in
  319. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  320. - Set the stretch mode to ``canvas_items``.
  321. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  322. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  323. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  324. .. tip::
  325. To better support tablets and foldable phones (which frequently feature
  326. displays with aspect ratios close to 4:3), consider using a base resolution
  327. that has a 4:3 aspect ratio while following the rest of the instructions
  328. here. For instance, you can set the base window width to ``1280`` and the
  329. base window height to ``960``.
  330. Mobile game in portrait mode
  331. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  332. - Set the base window width to ``720`` and window height to ``1280``.
  333. - Alternatively, if you're targeting high-end devices primarily, set the base
  334. window width to ``1080`` and window height to ``1920``.
  335. This allows you to provide higher resolution 2D assets, resulting in crisper
  336. visuals at the cost of higher memory usage and file sizes. Many devices have
  337. even higher resolution displays (1440p), but the difference with 1080p is
  338. barely visible given the small size of smartphone displays.
  339. Note that this will make non-mipmapped textures grainy on low resolution devices,
  340. so make sure to follow the instructions described in
  341. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  342. - Set **Display > Window > Handheld > Orientation** to ``portrait``.
  343. - Set the stretch mode to ``canvas_items``.
  344. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  345. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  346. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  347. .. tip::
  348. To better support tablets and foldable phones (which frequently feature
  349. displays with aspect ratios close to 4:3), consider using a base resolution
  350. that has a 3:4 aspect ratio while following the rest of the instructions
  351. here. For instance, you can set the base window width to ``960`` and the
  352. base window height to ``1280``.
  353. Non-game application
  354. ^^^^^^^^^^^^^^^^^^^^
  355. - Set the base window width and height to the smallest window size that you intend to target.
  356. This is not required, but this ensures that you design your UI with small window sizes in mind.
  357. - Keep the stretch mode to its default value, ``disabled``.
  358. - Keep the stretch aspect to its default value, ``ignore``
  359. (its value won't be used since the stretch mode is ``disabled``).
  360. - You can define a minimum window size by calling ``get_window().set_min_size()`` in a
  361. script's ``_ready()`` function. This prevents the user from resizing the application
  362. below a certain size, which could break the UI layout.
  363. .. note::
  364. Godot doesn't support manually overriding the 2D scale factor yet, so it is
  365. not possible to have hiDPI support in non-game applications. Due to this, it
  366. is recommended to leave **Allow Hidpi** disabled in non-game applications to
  367. allow for the OS to use its low-DPI fallback.
  368. hiDPI support
  369. -------------
  370. By default, Godot projects are considered DPI-aware by the operating system.
  371. This is controlled by the **Display > Window > Dpi > Allow Hidpi** project setting,
  372. which should be left enabled whenever possible. Disabling DPI awareness can break
  373. fullscreen behavior on Windows.
  374. Since Godot projects are DPI-aware, they may appear at a very small window size
  375. when launching on an hiDPI display (proportionally to the screen resolution).
  376. For a game, the most common way to work around this issue is to make them
  377. fullscreen by default. Alternatively, you could set the window size in an
  378. :ref:`autoload <doc_singletons_autoload>`'s ``_ready()`` function according to
  379. the screen size.
  380. To ensure 2D elements don't appear too small on hiDPI displays:
  381. - For games, use the ``canvas_items`` or ``viewport`` stretch modes so that 2D
  382. elements are automatically resized according to the current window size.
  383. - For non-game applications, use the ``disabled`` stretch mode and set the
  384. stretch scale to a value corresponding to the display scale factor in an
  385. :ref:`autoload <doc_singletons_autoload>`'s ``_ready()`` function.
  386. The display scale factor is set in the operating system's settings and can be queried
  387. using :ref:`screen_get_scale<class_DisplayServer_method_screen_get_scale>`. This
  388. method is currently only implemented on macOS. On other operating systems, you
  389. will need to implement a method to guess the display scale factor based on the
  390. screen resolution (with a setting to let the user override this if needed). This
  391. is the approach currently used by the Godot editor.
  392. The **Allow Hidpi** setting is only effective on Windows and macOS. It's ignored
  393. on all other platforms.
  394. .. note::
  395. The Godot editor itself is always marked as DPI-aware. Running the project
  396. from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the
  397. Project Settings.
  398. .. _doc_multiple_resolutions_reducing_aliasing_on_downsampling:
  399. Reducing aliasing on downsampling
  400. ---------------------------------
  401. If the game has a very high base resolution (e.g. 3840×2160), aliasing might
  402. appear when downsampling to something considerably lower like 1280×720.
  403. To resolve this, you can :ref:`enable mipmaps <doc_importing_images_mipmaps>` on
  404. all your 2D textures. However, enabling mipmaps will increase memory usage which
  405. can be an issue on low-end mobile devices.
  406. Handling aspect ratios
  407. ----------------------
  408. Once scaling for different resolutions is accounted for, make sure that
  409. your *user interface* also scales for different aspect ratios. This can be
  410. done using :ref:`anchors <doc_size_and_anchors>` and/or :ref:`containers
  411. <doc_gui_containers>`.
  412. Field of view scaling
  413. ---------------------
  414. The 3D Camera node's **Keep Aspect** property defaults to the **Keep Height**
  415. scaling mode (also called *Hor+*). This is usually the best value for desktop
  416. games and mobile games in landscape mode, as widescreen displays will
  417. automatically use a wider field of view.
  418. However, if your 3D game is intended to be played in portrait mode, it may make
  419. more sense to use **Keep Width** instead (also called *Vert-*). This way,
  420. smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use a
  421. *taller* field of view, which is more logical here.
  422. Scaling 2D and 3D elements differently using Viewports
  423. ------------------------------------------------------
  424. Using multiple Viewport nodes, you can have different scales for various
  425. elements. For instance, you can use this to render the 3D world at a low
  426. resolution while keeping 2D elements at the native resolution. This can improve
  427. performance significantly while keeping the HUD and other 2D elements crisp.
  428. This is done by using the root Viewport node only for 2D elements, then creating
  429. a Viewport node to display the 3D world and displaying it using a
  430. SubViewportContainer or TextureRect node. There will effectively be two viewports
  431. in the final project. One upside of using TextureRect over SubViewportContainer is
  432. that it allows enable linear filtering. This makes scaled 3D viewports look
  433. better in many cases.
  434. See the
  435. `3D viewport scaling demo <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/3d_scaling>`__
  436. for examples.