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@@ -11,18 +11,18 @@ There are often misunderstandings by developers on how to best support
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multiple resolutions. For Desktop and Console games this is more or less straightforward,
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as most screen aspect ratios are 16:9 and resolutions are standard (720,1080,2k,4k,etc).
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-For mobile games at first it was easy. For many years, the iPhone remained using the same
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-resolution. When *Retina* was implemented, it just doubled the amount of pixel density
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-(so most developers had assets in both resolutions).
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+For mobile games at first it was easy. For many years, the iPhone (and iPad) used the same
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+resolution. When *Retina* was implemented, they just doubled the amount of pixel density
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+(so most developers had assets in default and double resolutions).
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Nowadays this is no longer the case, as there are plenty of different screen sizes, densities
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and aspects for mobile, and non conventional sizes are becoming trendy for Desktop,
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such as ultra-wide.
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For 3D games there is not much of a need to support multiple resolutions (from the aesthetical
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-point of view). Conventionally, the 3D geometyr will just fill whathever is available from
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-the screen. The main reason one may want to support them is for *performance* reasons (running
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-in lower resolution to increase performance).
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+point of view). The 3D geometry will just fill the screen based on the field-of-view, disregarding
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+the aspect. The main reason one may want to support this, in this case, is for *performance* reasons (running
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+in lower resolution to increase frames per second).
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For 2D and game UIs, this is a different matter, as art needs to be created using specific pixel sizes
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in software such as Photoshop, Gimp, Krita, etc.
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@@ -34,13 +34,12 @@ One size fits all
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-----------------
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The most common approach nowadays is to just use a single *base* resolution and then fit it to everything else. This resolution is how
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-one expects most players to play the game (given their hardware). For mobile, Google has useful `stats <https://developer.android.com/about/dashboards>`_ online,
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+most players are expected to play the game (given their hardware). For mobile, Google has useful `stats <https://developer.android.com/about/dashboards>`_ online,
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and for desktop, Steam `also does<https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam>`_.
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-As an example, Steam shows that the most common *primary display resolution* is 1920x1080, so a sensible approach would be
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-to develop a game for this resolution, then handle scaling for different sizes and aspect ratios.
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+As an example, Steam shows that the most common *primary display resolution* is 1920x1080, so a sensible approach is to develop a game for this resolution, then handle scaling for different sizes and aspect ratios.
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-Godot provides a battery of very powerful tools to do this easily.
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+Godot provides a several useful tools to do this easily.
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Base size
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