

In the following article you will find everything from the biggest surprises, trends, and controversies to our outlook for the most exciting games of 2012 - and much more besides. Would look pixelated, but that's kind of unavoidable when displaying a resolution that is "too small" for your monitor.This mega-article, which comprises all of the text we've already spilled on these topics, contains contributions from Gamasutra's staff and contributors, including Kris Graft, Leigh Alexander, Brandon Sheffield, Simon Carless, Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Chris Morris, and 's Tim W. So that a 1366x768 rendering could be displayed at a 1920x1080 resolution, for example. And the possibility to automatically stretch/shrink the displayed content to the render_size.

And I didn't even start looking at camera settings, yet.Īll that would IMO be needed would be a render_size that sets what the game is actually rendered at (this is what influences the performance most) and a display_size (or window size) that sets at what resolution the render target is displayed. I'm not sure if I've hit a bug, a missing feature or if I'm just doing it wrong.Įither way, I must say that I do have the feeling there are far too many screws and settings here that one can use to influence how things are rendered, combined with very sparse documentation on the matter (especially the API docs). If I understand this correctly, setting the stretch mode to "2d" and the stretch aspect to ignore should do exactly what I want, but when I do so and set the window size to 1366x768 while in true fullscreen, it just messes up the screen like in the Window Management demo.

This is doable, but a ridiculous amount of work. What I could do here is to manually do the layouting of every single screen each time the resolution changes, setting every single UI element's size, position, etc. is internally still rendered at its default size. However, it is just the upper left corner of the content that is displayed - obviously, all the UI, etc. What this does is indeed just displaying 1366x768 pixels on the screen. Get_viewport().set_size_override_stretch(true) # Setting the override_stretch to false results in no change at all, even if above values are something weird like Vector2(20,20) Project stretch mode: disabled aspect: ignored get_viewport().set_size_override(true, Vector2(1366, 768)) The closest that I've come to a solution was with the following settings: On Windows, the result is a messed up screen for me and on Linux, pressing resize while in fullscreen messes the screen up for a single frame until returning to the previous resolution. Using OS.set_window_size messes up the entire rendering in true fullscreen - just try it with the Window Management demo (go fullscreen and then resize) and you'll see what I mean. The reason for this is to allow higher resolutions (4K) as well as lower ones for performance (or old monitor) reasons. Which can be done in any other game that I'm aware of. What I would like to do is offer an option to users to run the application in true fullscreen mode while setting a resolution that differs from the application's "default" resolution set in the project settings (in this case 1920x1080). I have tried every combination I could think of from OS.set_window_size(), t_size_override, t_size_override_stretch, t_render_target_to_screen_rect and all the combination of stretching in the project settings. However, I find it pretty much impossible to have the application in true fullscreen mode and at the same time change the resolution. What also works is windowed mode - changing resolution via OS.set_window_size() does what you'd expect. What works is a borderless fullscreen mode (actually a borderless window at screen size) - obviously, you cannot change its size. I have been trying since some time now to get Godot 2.1.4 to change the resolution in fullscreen mode (Windows and Linux, doesn't make a difference), with little luck.
