Browse Source

Document why Godot doesn't support changing the monitor resolution

This closes https://github.com/godotengine/godot/issues/14542.
Hugo Locurcio 4 years ago
parent
commit
79c771de19
1 changed files with 21 additions and 0 deletions
  1. 21 0
      tutorials/viewports/multiple_resolutions.rst

+ 21 - 0
tutorials/viewports/multiple_resolutions.rst

@@ -67,6 +67,23 @@ that are different from this base size. Godot offers many ways to
 control how the viewport will be resized and stretched to different
 control how the viewport will be resized and stretched to different
 screen sizes.
 screen sizes.
 
 
+.. 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
 Resizing
 --------
 --------
 
 
@@ -245,6 +262,10 @@ the game data is loaded::
 
 
     VisualServer.texture_set_shrink_all_x2_on_set_data(true)
     VisualServer.texture_set_shrink_all_x2_on_set_data(true)
 
 
+Alternatively, you can also enable mipmaps on all your 2D textures. However,
+enabling mipmaps will increase memory usage which may be problematic on low-end
+mobile devices.
+
 Handling aspect ratios
 Handling aspect ratios
 ----------------------
 ----------------------