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@@ -251,6 +251,28 @@ To configure stretching at runtime from a script, use the
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``get_tree().set_screen_stretch()`` method (see
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:ref:`SceneTree.set_screen_stretch() <class_SceneTree_method_set_screen_stretch>`).
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+hiDPI support
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+-------------
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+
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+By default, Godot projects aren't considered DPI-aware by the operating system.
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+This is done to improve performance on low-end systems, since the operating
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+system's DPI fallback scaling will be faster than letting the application scale
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+itself (even when using the ``viewport`` stretch mode).
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+
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+However, the OS-provided DPI fallback scaling doesn't play well with fullscreen
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+mode. If you want crisp visuals on hiDPI displays or if project uses fullscreen,
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+it's recommended to enable **Display > Window > Dpi > Allow Hidpi** in the
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+Project Settings.
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+
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+**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all
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+other platforms.
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+
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+.. note::
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+
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+ The Godot editor itself is always marked as DPI-aware. Running the project
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+ from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the
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+ Project Settings.
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+
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Reducing aliasing on downsampling
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---------------------------------
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