multiple_resolutions.rst 21 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/3.x/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.png
  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. Godot follows a modern approach to multiple resolutions. The engine will
  57. never change the monitor's resolution on its own. While changing the
  58. monitor's resolution is the most efficient approach, it's also the least
  59. reliable approach as it can leave the monitor stuck on a low resolution if
  60. the game crashes. This is especially common on macOS or Linux which don't
  61. handle resolution changes as well as Windows.
  62. Changing the monitor's resolution also removes any control from the game
  63. developer over filtering and aspect ratio stretching, which can be important
  64. to ensure correct display for pixel art games.
  65. On top of that, changing the monitor's resolution makes alt-tabbing in and
  66. out of a game much slower since the monitor has to change resolutions every
  67. time this is done.
  68. Resizing
  69. --------
  70. There are several types of devices, with several types of screens, which
  71. in turn have different pixel density and resolutions. Handling all of
  72. them can be a lot of work, so Godot tries to make the developer's life a
  73. little easier. The :ref:`Viewport <class_Viewport>`
  74. node has several functions to handle resizing, and the root node of the
  75. scene tree is always a viewport (scenes loaded are instanced as a child
  76. of it, and it can always be accessed by calling
  77. ``get_tree().get_root()`` or ``get_node("/root")``).
  78. In any case, while changing the root Viewport params is probably the
  79. most flexible way to deal with the problem, it can be a lot of work,
  80. code and guessing, so Godot provides a simple set of parameters in the
  81. project settings to handle multiple resolutions.
  82. Stretch settings
  83. ----------------
  84. Stretch settings are located in the project settings and provide several options:
  85. .. image:: img/stretchsettings.png
  86. Stretch Mode
  87. ^^^^^^^^^^^^
  88. The **Stretch Mode** setting defines how the base size is stretched to fit
  89. the resolution of the window or screen.
  90. .. image:: img/stretch.png
  91. The animations below use a "base size" of just 16×9 pixels to
  92. demonstrate the effect of different stretch modes. A single sprite, also
  93. 16×9 pixels in size, covers the entire viewport, and a diagonal
  94. :ref:`Line2D <class_Line2D>` is added on top of it:
  95. .. image:: img/stretch_demo_scene.png
  96. .. Animated GIFs are generated from:
  97. .. https://github.com/ttencate/godot_scaling_mode
  98. - **Stretch Mode = Disabled** (default): No stretching happens. One
  99. unit in the scene corresponds to one pixel on the screen. In this
  100. mode, the **Stretch Aspect** setting has no effect.
  101. .. image:: img/stretch_disabled_expand.gif
  102. - **Stretch Mode = 2D**: In this mode, the base size specified in
  103. width and height in the project settings is
  104. stretched to cover the whole screen (taking the **Stretch Aspect**
  105. setting into account). This means that everything is rendered
  106. directly at the target resolution. 3D is unaffected,
  107. while in 2D, there is no longer a 1:1 correspondence between sprite
  108. pixels and screen pixels, which may result in scaling artifacts.
  109. .. image:: img/stretch_2d_expand.gif
  110. - **Stretch Mode = Viewport**: Viewport scaling means that the size of
  111. the root :ref:`Viewport <class_Viewport>` is set precisely to the
  112. base size specified in the Project Settings' **Display** section.
  113. The scene is rendered to this viewport first. Finally, this viewport
  114. is scaled to fit the screen (taking the **Stretch Aspect** setting into
  115. account).
  116. .. image:: img/stretch_viewport_expand.gif
  117. Stretch Aspect
  118. ^^^^^^^^^^^^^^
  119. The second setting is the stretch aspect. Note that this only takes effect if
  120. **Stretch Mode** is set to something other than **Disabled**.
  121. In the animations below, you will notice gray and black areas. The black
  122. areas are added by the engine and cannot be drawn into. The gray areas
  123. are part of your scene, and can be drawn to. The gray areas correspond
  124. to the region outside the blue frame you see in the 2D editor.
  125. - **Stretch Aspect = Ignore**: Ignore the aspect ratio when stretching
  126. the screen. This means that the original resolution will be stretched
  127. to exactly fill the screen, even if it's wider or narrower. This may
  128. result in nonuniform stretching: things looking wider or taller than
  129. designed.
  130. .. image:: img/stretch_viewport_ignore.gif
  131. - **Stretch Aspect = Keep**: Keep aspect ratio when stretching the
  132. screen. This means that the viewport retains its original size
  133. regardless of the screen resolution, and black bars will be added to
  134. the top/bottom of the screen ("letterboxing") or the sides
  135. ("pillarboxing").
  136. This is a good option if you know the aspect ratio of your target
  137. devices in advance, or if you don't want to handle different aspect
  138. ratios.
  139. .. image:: img/stretch_viewport_keep.gif
  140. - **Stretch Aspect = Keep Width**: Keep aspect ratio when stretching the
  141. screen. If the screen is wider than the base size, black bars are
  142. added at the left and right (pillarboxing). But if the screen is
  143. taller than the base resolution, the viewport will be grown in the
  144. vertical direction (and more content will be visible to the bottom).
  145. You can also think of this as "Expand Vertically".
  146. This is usually the best option for creating GUIs or HUDs that scale,
  147. so some controls can be anchored to the bottom
  148. (:ref:`doc_size_and_anchors`).
  149. .. image:: img/stretch_viewport_keep_width.gif
  150. - **Stretch Aspect = Keep Height**: Keep aspect ratio when stretching
  151. the screen. If the screen is taller than the base size, black
  152. bars are added at the top and bottom (letterboxing). But if the
  153. screen is wider than the base resolution, the viewport will be grown
  154. in the horizontal direction (and more content will be visible to the
  155. right). You can also think of this as "Expand Horizontally".
  156. This is usually the best option for 2D games that scroll horizontally
  157. (like runners or platformers).
  158. .. image:: img/stretch_viewport_keep_height.gif
  159. - **Stretch Aspect = Expand**: Keep aspect ratio when stretching the
  160. screen, but keep neither the base width nor height. Depending on the
  161. screen aspect ratio, the viewport will either be larger in the
  162. horizontal direction (if the screen is wider than the base size) or
  163. in the vertical direction (if the screen is taller than the original
  164. size).
  165. .. image:: img/stretch_viewport_expand.gif
  166. .. tip::
  167. To support both portrait and landscape mode with a similar automatically
  168. determined scale factor, set your project's base resolution to be a *square*
  169. (1:1 aspect ratio) instead of a rectangle. For instance, if you wish to design
  170. for 1280×720 as the base resolution but wish to support both portrait and
  171. landscape mode, use 720×720 as the project's base window size in the
  172. Project Settings.
  173. To allow the user to choose their preferred screen orientation at run-time,
  174. remember to set **Display > Window > Handheld > Orientation** to ``sensor``.
  175. Stretch Shrink
  176. ^^^^^^^^^^^^^^
  177. The **Shrink** setting allows you to add an extra scaling factor on top of
  178. what the **Stretch** options above already provide. The default value of 1
  179. means that no scaling occurs.
  180. If, for example, you set **Shrink** to 4 and leave **Stretch Mode** on
  181. **Disabled**, each unit in your scene will correspond to 4×4 pixels on the
  182. screen.
  183. If **Stretch Mode** is set to something other than **Disabled**, the size of
  184. the root viewport is scaled down by the **Shrink** factor, and pixels
  185. in the output are scaled up by the same amount. This is rarely useful for
  186. 2D games, but can be used to increase performance in 3D games
  187. by rendering them at a lower resolution.
  188. From scripts
  189. ^^^^^^^^^^^^
  190. To configure stretching at runtime from a script, use the
  191. ``get_tree().set_screen_stretch()`` method (see
  192. :ref:`SceneTree.set_screen_stretch() <class_SceneTree_method_set_screen_stretch>`).
  193. Common use case scenarios
  194. -------------------------
  195. The following settings are recommended to support multiple resolutions and aspect
  196. ratios well.
  197. Desktop game
  198. ^^^^^^^^^^^^
  199. **Non-pixel art:**
  200. - Set the base window width to ``1920`` and window height to ``1080``. If you have a
  201. display smaller than 1920×1080, set **Test Width** and **Test Height** to
  202. lower values to make the window smaller when the project starts.
  203. - Alternatively, if you're targeting high-end devices primarily, set the base
  204. window width to ``3840`` and window height to ``2160``.
  205. This allows you to provide higher resolution 2D assets, resulting in crisper
  206. visuals at the cost of higher memory usage and file sizes.
  207. Note that this will make non-mipmapped textures grainy on low resolution devices,
  208. so make sure to follow the instructions described in
  209. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  210. - Set the stretch mode to ``2d``.
  211. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  212. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  213. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  214. **Pixel art:**
  215. - Set the base window size to the viewport size you intend to use. Most pixel art games
  216. use viewport sizes between 256×224 and 640×480. Higher viewport sizes will
  217. require using higher resolution artwork, unless you intend to show more of the
  218. game world at a given time.
  219. - Set the stretch mode to ``viewport``.
  220. - Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with
  221. black bars). As an alternative, you can set the stretch aspect to ``expand`` to
  222. support multiple aspect ratios.
  223. - If using the ``expand`` stretch aspect, Configure Control nodes' anchors to
  224. snap to the correct corners using the **Layout** menu.
  225. .. note::
  226. The ``viewport`` stretch mode provides low-resolution rendering that is then
  227. stretched to the final window size. If you are OK with sprites being able to
  228. move or rotate in "sub-pixel" positions or wish to have a high resolution 3D
  229. viewport, you should use the ``2d`` stretch mode instead of the ``viewport``
  230. stretch mode.
  231. Godot currently doesn't have a way to enforce integer scaling when using the
  232. ``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if the
  233. final window size is not a multiple of the base window size.
  234. To fix this, use an add-on such as the `Integer Resolution Handler <https://github.com/Yukitty/godot-addon-integer_resolution_handler>`__.
  235. Mobile game in landscape mode
  236. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  237. Godot is configured to use landscape mode by default. This means you don't need
  238. to change the display orientation project setting.
  239. - Set the base window width to ``1280`` and window height to ``720``.
  240. - Alternatively, if you're targeting high-end devices primarily, set the base
  241. window width to ``1920`` and window height to ``1080``.
  242. This allows you to provide higher resolution 2D assets, resulting in crisper
  243. visuals at the cost of higher memory usage and file sizes. Many devices have
  244. even higher resolution displays (1440p), but the difference with 1080p is
  245. barely visible given the small size of smartphone displays.
  246. Note that this will make non-mipmapped textures grainy on low resolution devices,
  247. so make sure to follow the instructions described in
  248. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  249. - Set the stretch mode to ``2d``.
  250. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  251. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  252. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  253. .. tip::
  254. To better support tablets and foldable phones (which frequently feature
  255. displays with aspect ratios close to 4:3), consider using a base resolution
  256. that has a 4:3 aspect ratio while following the rest of the instructions
  257. here. For instance, you can set the base window width to ``1280`` and the
  258. base window height to ``960``.
  259. Mobile game in portrait mode
  260. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  261. - Set the base window width to ``720`` and window height to ``1080``.
  262. - Alternatively, if you're targeting high-end devices primarily, set the base
  263. window width to ``1080`` and window height to ``1920``.
  264. This allows you to provide higher resolution 2D assets, resulting in crisper
  265. visuals at the cost of higher memory usage and file sizes. Many devices have
  266. even higher resolution displays (1440p), but the difference with 1080p is
  267. barely visible given the small size of smartphone displays.
  268. Note that this will make non-mipmapped textures grainy on low resolution devices,
  269. so make sure to follow the instructions described in
  270. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  271. - Set **Display > Window > Handheld > Orientation** to ``portrait``.
  272. - Set the stretch mode to ``2d``.
  273. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  274. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  275. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  276. .. tip::
  277. To better support tablets and foldable phones (which frequently feature
  278. displays with aspect ratios close to 4:3), consider using a base resolution
  279. that has a 3:4 aspect ratio while following the rest of the instructions
  280. here. For instance, you can set the base window width to ``960`` and the
  281. base window height to ``1280``.
  282. Non-game application
  283. ^^^^^^^^^^^^^^^^^^^^
  284. - Set the base window width and height to the smallest window size that you intend to target.
  285. This is not required, but this ensures that you design your UI with small window sizes in mind.
  286. - Keep the stretch mode to its default value, ``disabled``.
  287. - Keep the stretch aspect to its default value, ``ignore``
  288. (its value won't be used since the stretch mode is ``disabled``).
  289. - You can define a minimum window size by setting ``OS.min_window_size`` in a
  290. script's ``_ready()`` function. This prevents the user from resizing the application
  291. below a certain size, which could break the UI layout.
  292. .. note::
  293. Godot doesn't support manually overriding the 2D scale factor yet, so it is
  294. not possible to have hiDPI support in non-game applications. Due to this, it
  295. is recommended to leave **Allow Hidpi** disabled in non-game applications to
  296. allow for the OS to use its low-DPI fallback.
  297. hiDPI support
  298. -------------
  299. By default, Godot projects aren't considered DPI-aware by the operating system.
  300. This is done to improve performance on low-end systems, since the operating
  301. system's DPI fallback scaling will be faster than letting the application scale
  302. itself (even when using the ``viewport`` stretch mode).
  303. However, the OS-provided DPI fallback scaling doesn't play well with fullscreen
  304. mode. If you want crisp visuals on hiDPI displays or if project uses fullscreen,
  305. it's recommended to enable **Display > Window > Dpi > Allow Hidpi** in the
  306. Project Settings.
  307. **Allow Hidpi** is only effective on Windows and macOS. It's ignored on all
  308. other platforms.
  309. .. note::
  310. The Godot editor itself is always marked as DPI-aware. Running the project
  311. from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the
  312. Project Settings.
  313. .. _doc_multiple_resolutions_reducing_aliasing_on_downsampling:
  314. Reducing aliasing on downsampling
  315. ---------------------------------
  316. If the game has a very high base resolution (e.g. 3840×2160), aliasing might
  317. appear when downsampling to something considerably lower like 1280×720.
  318. Aliasing can be made less visible by shrinking all images by a factor of 2
  319. upon loading. This can be done by calling the method below before
  320. the game data is loaded::
  321. VisualServer.texture_set_shrink_all_x2_on_set_data(true)
  322. Alternatively, you can also enable mipmaps on all your 2D textures. However,
  323. enabling mipmaps will increase memory usage which may be problematic on low-end
  324. mobile devices.
  325. Handling aspect ratios
  326. ----------------------
  327. Once scaling for different resolutions is accounted for, make sure that
  328. your *user interface* also scales for different aspect ratios. This can be
  329. done using :ref:`anchors <doc_size_and_anchors>` and/or :ref:`containers
  330. <doc_gui_containers>`.
  331. Field of view scaling
  332. ---------------------
  333. The 3D Camera node's **Keep Aspect** property defaults to the **Keep Height**
  334. scaling mode (also called *Hor+*). This is usually the best value for desktop
  335. games and mobile games in landscape mode, as widescreen displays will
  336. automatically use a wider field of view.
  337. However, if your 3D game is intended to be played in portrait mode, it may make
  338. more sense to use **Keep Width** instead (also called *Vert-*). This way,
  339. smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use a
  340. *taller* field of view, which is more logical here.
  341. Scaling 2D and 3D elements differently using Viewports
  342. ------------------------------------------------------
  343. Using multiple Viewport nodes, you can have different scales for various
  344. elements. For instance, you can use this to render the 3D world at a low
  345. resolution while keeping 2D elements at the native resolution. This can improve
  346. performance significantly while keeping the HUD and other 2D elements crisp.
  347. This is done by using the root Viewport node only for 2D elements, then creating
  348. a Viewport node to display the 3D world and displaying it using a
  349. ViewportContainer or TextureRect node. There will effectively be two viewports
  350. in the final project. One upside of using TextureRect over ViewportContainer is
  351. that it allows enable linear filtering. This makes scaled 3D viewports look
  352. better in many cases.
  353. See the
  354. `3D viewport scaling demo <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/3d_scaling>`__
  355. for examples.