multiple_resolutions.rst 25 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/master/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. To configure the stretch base size at runtime from a script, use the
  56. ``get_tree().root.content_scale_size`` property (see
  57. :ref:`Window.content_scale_size <class_Window_property_content_scale_size>`).
  58. Changing this value can indirectly change the size of 2D elements. However, to
  59. provide an user-accessible scaling option, using
  60. :ref:`doc_multiple_resolutions_stretch_scale` is recommended as it's easier to
  61. adjust.
  62. .. note::
  63. Godot follows a modern approach to multiple resolutions. The engine will
  64. never change the monitor's resolution on its own. While changing the
  65. monitor's resolution is the most efficient approach, it's also the least
  66. reliable approach as it can leave the monitor stuck on a low resolution if
  67. the game crashes. This is especially common on macOS or Linux which don't
  68. handle resolution changes as well as Windows.
  69. Changing the monitor's resolution also removes any control from the game
  70. developer over filtering and aspect ratio stretching, which can be important
  71. to ensure correct display for pixel art games.
  72. On top of that, changing the monitor's resolution makes alt-tabbing in and
  73. out of a game much slower since the monitor has to change resolutions every
  74. time this is done.
  75. Resizing
  76. --------
  77. There are several types of devices, with several types of screens, which
  78. in turn have different pixel density and resolutions. Handling all of
  79. them can be a lot of work, so Godot tries to make the developer's life a
  80. little easier. The :ref:`Viewport <class_Viewport>`
  81. node has several functions to handle resizing, and the root node of the
  82. scene tree is always a viewport (scenes loaded are instanced as a child
  83. of it, and it can always be accessed by calling
  84. ``get_tree().root`` or ``get_node("/root")``).
  85. In any case, while changing the root Viewport params is probably the
  86. most flexible way to deal with the problem, it can be a lot of work,
  87. code and guessing, so Godot provides a set of parameters in the
  88. project settings to handle multiple resolutions.
  89. Stretch settings
  90. ----------------
  91. Stretch settings are located in the project settings and provide several options:
  92. .. image:: img/stretchsettings.png
  93. Stretch Mode
  94. ^^^^^^^^^^^^
  95. The **Stretch Mode** setting defines how the base size is stretched to fit
  96. the resolution of the window or screen.
  97. .. image:: img/stretch.png
  98. The animations below use a "base size" of just 16×9 pixels to
  99. demonstrate the effect of different stretch modes. A single sprite, also
  100. 16×9 pixels in size, covers the entire viewport, and a diagonal
  101. :ref:`Line2D <class_Line2D>` is added on top of it:
  102. .. image:: img/stretch_demo_scene.png
  103. .. Animated GIFs are generated from:
  104. .. https://github.com/ttencate/godot_scaling_mode
  105. - **Stretch Mode = Disabled** (default): No stretching happens. One
  106. unit in the scene corresponds to one pixel on the screen. In this
  107. mode, the **Stretch Aspect** setting has no effect.
  108. .. image:: img/stretch_disabled_expand.gif
  109. - **Stretch Mode = Canvas Items**: In this mode, the base size specified in
  110. width and height in the project settings is
  111. stretched to cover the whole screen (taking the **Stretch Aspect**
  112. setting into account). This means that everything is rendered
  113. directly at the target resolution. 3D is unaffected,
  114. while in 2D, there is no longer a 1:1 correspondence between sprite
  115. pixels and screen pixels, which may result in scaling artifacts.
  116. .. image:: img/stretch_2d_expand.gif
  117. - **Stretch Mode = Viewport**: Viewport scaling means that the size of
  118. the root :ref:`Viewport <class_Viewport>` is set precisely to the
  119. base size specified in the Project Settings' **Display** section.
  120. The scene is rendered to this viewport first. Finally, this viewport
  121. is scaled to fit the screen (taking the **Stretch Aspect** setting into
  122. account).
  123. .. image:: img/stretch_viewport_expand.gif
  124. To configure the stretch mode at runtime from a script, use the
  125. ``get_tree().root.content_scale_mode`` property (see
  126. :ref:`Window.content_scale_mode <class_Window_property_content_scale_mode>`
  127. and the :ref:`ContentScaleMode <enum_Window_ContentScaleMode>` enum).
  128. Stretch Aspect
  129. ^^^^^^^^^^^^^^
  130. The second setting is the stretch aspect. Note that this only takes effect if
  131. **Stretch Mode** is set to something other than **Disabled**.
  132. In the animations below, you will notice gray and black areas. The black
  133. areas are added by the engine and cannot be drawn into. The gray areas
  134. are part of your scene, and can be drawn to. The gray areas correspond
  135. to the region outside the blue frame you see in the 2D editor.
  136. - **Stretch Aspect = Ignore**: Ignore the aspect ratio when stretching
  137. the screen. This means that the original resolution will be stretched
  138. to exactly fill the screen, even if it's wider or narrower. This may
  139. result in nonuniform stretching: things looking wider or taller than
  140. designed.
  141. .. image:: img/stretch_viewport_ignore.gif
  142. - **Stretch Aspect = Keep**: Keep aspect ratio when stretching the
  143. screen. This means that the viewport retains its original size
  144. regardless of the screen resolution, and black bars will be added to
  145. the top/bottom of the screen ("letterboxing") or the sides
  146. ("pillarboxing").
  147. This is a good option if you know the aspect ratio of your target
  148. devices in advance, or if you don't want to handle different aspect
  149. ratios.
  150. .. image:: img/stretch_viewport_keep.gif
  151. - **Stretch Aspect = Keep Width**: Keep aspect ratio when stretching the
  152. screen. If the screen is wider than the base size, black bars are
  153. added at the left and right (pillarboxing). But if the screen is
  154. taller than the base resolution, the viewport will be grown in the
  155. vertical direction (and more content will be visible to the bottom).
  156. You can also think of this as "Expand Vertically".
  157. This is usually the best option for creating GUIs or HUDs that scale,
  158. so some controls can be anchored to the bottom
  159. (:ref:`doc_size_and_anchors`).
  160. .. image:: img/stretch_viewport_keep_width.gif
  161. - **Stretch Aspect = Keep Height**: Keep aspect ratio when stretching
  162. the screen. If the screen is taller than the base size, black
  163. bars are added at the top and bottom (letterboxing). But if the
  164. screen is wider than the base resolution, the viewport will be grown
  165. in the horizontal direction (and more content will be visible to the
  166. right). You can also think of this as "Expand Horizontally".
  167. This is usually the best option for 2D games that scroll horizontally
  168. (like runners or platformers).
  169. .. image:: img/stretch_viewport_keep_height.gif
  170. - **Stretch Aspect = Expand**: Keep aspect ratio when stretching the
  171. screen, but keep neither the base width nor height. Depending on the
  172. screen aspect ratio, the viewport will either be larger in the
  173. horizontal direction (if the screen is wider than the base size) or
  174. in the vertical direction (if the screen is taller than the original
  175. size).
  176. .. image:: img/stretch_viewport_expand.gif
  177. .. tip::
  178. To support both portrait and landscape mode with a similar automatically
  179. determined scale factor, set your project's base resolution to be a *square*
  180. (1:1 aspect ratio) instead of a rectangle. For instance, if you wish to design
  181. for 1280×720 as the base resolution but wish to support both portrait and
  182. landscape mode, use 720×720 as the project's base window size in the
  183. Project Settings.
  184. To allow the user to choose their preferred screen orientation at run-time,
  185. remember to set **Display > Window > Handheld > Orientation** to ``sensor``.
  186. To configure the stretch aspect at runtime from a script, use the
  187. ``get_tree().root.content_scale_aspect`` property (see
  188. :ref:`Window.content_scale_aspect <class_Window_property_content_scale_aspect>`
  189. and the :ref:`ContentScaleAspect <enum_Window_ContentScaleAspect>` enum).
  190. .. _doc_multiple_resolutions_stretch_scale:
  191. Stretch Scale
  192. ^^^^^^^^^^^^^
  193. The **Scale** setting allows you to add an extra scaling factor on top of
  194. what the **Stretch** options above already provide. The default value of ``1.0``
  195. means that no additional scaling occurs.
  196. For example, if you set **Scale** to ``2.0`` and leave **Stretch Mode** on
  197. **Disabled**, each unit in your scene will correspond to 2×2 pixels on the
  198. screen. This is a good way to provide scaling options for non-game applications.
  199. If **Stretch Mode** is set to **canvas_items**, 2D elements will be scaled
  200. relative to the base window size, then multiplied by the **Scale** setting. This
  201. can be exposed to players to allow them to adjust the automatically determined
  202. scale to their liking, for better accessibility.
  203. If **Stretch Mode** is set to **viewport**, the viewport's resolution is divided
  204. by **Scale**. This makes pixels look larger and reduces rendering resolution
  205. (with a given window size), which can improve performance.
  206. To configure the stretch scale at runtime from a script, use the
  207. ``get_tree().root.content_scale_factor`` property (see
  208. :ref:`Window.content_scale_factor <class_Window_property_content_scale_factor>`).
  209. .. _doc_multiple_resolutions_stretch_scale_mode:
  210. Stretch Scale Mode
  211. ^^^^^^^^^^^^^^^^^^
  212. Since Godot 4.2, the **Stretch Scale Mode** setting allows you to constrain the
  213. automatically determined scale factor (as well as the manually specified
  214. **Stretch Scale** setting) to integer values. By default, this setting is set to
  215. ``fractional``, which allows any scale factor to be applied (including fractional
  216. values such as ``2.5``). When set to ``integer``, the value is rounded down to
  217. the nearest integer. For example, instead of using a scale factor of ``2.5``, it
  218. would be rounded down to ``2.0``. This is useful to prevent distortion when
  219. displaying pixel art.
  220. Compare this pixel art which is displayed with the ``viewport`` stretch mode,
  221. with the stretch scale mode set to ``fractional``:
  222. .. figure:: img/multiple_resolutions_pixel_art_fractional_scaling.webp
  223. :align: center
  224. :alt: Fractional scaling example (incorrect pixel art appearance)
  225. Checkerboard doesn't look "even". Line widths in the logo and text varies wildly.
  226. This pixel art is also displayed with the ``viewport`` stretch mode, but the
  227. stretch scale mode is set to ``integer`` this time:
  228. .. figure:: img/multiple_resolutions_pixel_art_integer_scaling.webp
  229. :align: center
  230. :alt: Integer scaling example (correct pixel art appearance)
  231. Checkerboard looks perfectly even. Line widths are consistent.
  232. For example, if your viewport base size is 640×360 and the window size is 1366×768:
  233. - When using ``fractional``, the viewport is displayed at a resolution of
  234. 1366×768 (scale factor is roughly 2.133×). The entire window space is used.
  235. Each pixel in the viewport corresponds to 2.133×2.133 pixels in the displayed
  236. area. However, since displays can only display "whole" pixels, this will lead
  237. to uneven pixel scaling which results in incorrect appearance of pixel art.
  238. - When using ``integer``, the viewport is displayed at a resolution of 1280×720
  239. (scale factor is 2×). The remaining space is filled with black bars on all
  240. four sides, so that each pixel in the viewport corresponds to 2×2 pixels in
  241. the displayed area.
  242. This setting is effective with any stretch mode. However, when using the
  243. ``disabled`` stretch mode, it will only affect the **Stretch Scale** setting by
  244. rounding it *down* to the nearest integer value. This can be used for 3D games
  245. that have a pixel art UI, so that the visible area in the 3D viewport doesn't
  246. reduce in size (which occurs when using ``canvas_items`` or ``viewport`` stretch
  247. mode with the ``integer`` scale mode).
  248. .. tip::
  249. Games should use the **Exclusive Fullscreen** window mode, as opposed to
  250. **Fullscreen** which is designed to prevent Windows from automatically
  251. treating the window as if it was exclusive fullscreen.
  252. **Fullscreen** is meant to be used by GUI applications that want to use
  253. per-pixel transparency without a risk of having it disabled by the OS. It
  254. achieves this by leaving a 1-pixel line at the bottom of the screen. By
  255. contrast, **Exclusive Fullscreen** uses the actual screen size and allows
  256. Windows to reduce jitter and input lag for fullscreen games.
  257. When using integer scaling, this is particularly important as the 1-pixel
  258. height reduction from the **Fullscreen** mode can cause integer scaling to
  259. use a smaller scale factor than expected.
  260. Common use case scenarios
  261. -------------------------
  262. The following settings are recommended to support multiple resolutions and aspect
  263. ratios well.
  264. Desktop game
  265. ^^^^^^^^^^^^
  266. **Non-pixel art:**
  267. - Set the base window width to ``1920`` and window height to ``1080``. If you have a
  268. display smaller than 1920×1080, set **Window Width Override** and **Window Height Override** to
  269. lower values to make the window smaller when the project starts.
  270. - Alternatively, if you're targeting high-end devices primarily, set the base
  271. window width to ``3840`` and window height to ``2160``.
  272. This allows you to provide higher resolution 2D assets, resulting in crisper
  273. visuals at the cost of higher memory usage and file sizes.
  274. Note that this will make non-mipmapped textures grainy on low resolution devices,
  275. so make sure to follow the instructions described in
  276. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  277. - Set the stretch mode to ``canvas_items``.
  278. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  279. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  280. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  281. **Pixel art:**
  282. - Set the base window size to the viewport size you intend to use. Most pixel
  283. art games use viewport sizes between 256×224 and 640×480. 640×360 is a good
  284. baseline, as it scales to 1280×720, 1920×1080, 2560×1440, and 3840×2160 without
  285. any black bars when using integer scaling. Higher viewport sizes will require
  286. using higher resolution artwork, unless you intend to show more of the game
  287. world at a given time.
  288. - Set the stretch mode to ``viewport``.
  289. - Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with
  290. black bars). As an alternative, you can set the stretch aspect to ``expand`` to
  291. support multiple aspect ratios.
  292. - If using the ``expand`` stretch aspect, Configure Control nodes' anchors to
  293. snap to the correct corners using the **Layout** menu.
  294. - Set the stretch scale mode to ``integer``. This prevents uneven pixel scaling
  295. from occurring, which makes pixel art not display as intended.
  296. .. note::
  297. The ``viewport`` stretch mode provides low-resolution rendering that is then
  298. stretched to the final window size. If you are OK with sprites being able to
  299. move or rotate in "sub-pixel" positions or wish to have a high resolution 3D
  300. viewport, you should use the ``canvas_items`` stretch mode instead of the ``viewport``
  301. stretch mode.
  302. Mobile game in landscape mode
  303. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  304. Godot is configured to use landscape mode by default. This means you don't need
  305. to change the display orientation project setting.
  306. - Set the base window width to ``1280`` and window height to ``720``.
  307. - Alternatively, if you're targeting high-end devices primarily, set the base
  308. window width to ``1920`` and window height to ``1080``.
  309. This allows you to provide higher resolution 2D assets, resulting in crisper
  310. visuals at the cost of higher memory usage and file sizes. Many devices have
  311. even higher resolution displays (1440p), but the difference with 1080p is
  312. barely visible given the small size of smartphone displays.
  313. Note that this will make non-mipmapped textures grainy on low resolution devices,
  314. so make sure to follow the instructions described in
  315. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  316. - Set the stretch mode to ``canvas_items``.
  317. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  318. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  319. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  320. .. tip::
  321. To better support tablets and foldable phones (which frequently feature
  322. displays with aspect ratios close to 4:3), consider using a base resolution
  323. that has a 4:3 aspect ratio while following the rest of the instructions
  324. here. For instance, you can set the base window width to ``1280`` and the
  325. base window height to ``960``.
  326. Mobile game in portrait mode
  327. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  328. - Set the base window width to ``720`` and window height to ``1280``.
  329. - Alternatively, if you're targeting high-end devices primarily, set the base
  330. window width to ``1080`` and window height to ``1920``.
  331. This allows you to provide higher resolution 2D assets, resulting in crisper
  332. visuals at the cost of higher memory usage and file sizes. Many devices have
  333. even higher resolution displays (1440p), but the difference with 1080p is
  334. barely visible given the small size of smartphone displays.
  335. Note that this will make non-mipmapped textures grainy on low resolution devices,
  336. so make sure to follow the instructions described in
  337. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  338. - Set **Display > Window > Handheld > Orientation** to ``portrait``.
  339. - Set the stretch mode to ``canvas_items``.
  340. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  341. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  342. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  343. .. tip::
  344. To better support tablets and foldable phones (which frequently feature
  345. displays with aspect ratios close to 4:3), consider using a base resolution
  346. that has a 3:4 aspect ratio while following the rest of the instructions
  347. here. For instance, you can set the base window width to ``960`` and the
  348. base window height to ``1280``.
  349. Non-game application
  350. ^^^^^^^^^^^^^^^^^^^^
  351. - Set the base window width and height to the smallest window size that you intend to target.
  352. This is not required, but this ensures that you design your UI with small window sizes in mind.
  353. - Keep the stretch mode to its default value, ``disabled``.
  354. - Keep the stretch aspect to its default value, ``ignore``
  355. (its value won't be used since the stretch mode is ``disabled``).
  356. - You can define a minimum window size by setting ``OS.min_window_size`` in a
  357. script's ``_ready()`` function. This prevents the user from resizing the application
  358. below a certain size, which could break the UI layout.
  359. .. note::
  360. Godot doesn't support manually overriding the 2D scale factor yet, so it is
  361. not possible to have hiDPI support in non-game applications. Due to this, it
  362. is recommended to leave **Allow Hidpi** disabled in non-game applications to
  363. allow for the OS to use its low-DPI fallback.
  364. hiDPI support
  365. -------------
  366. By default, Godot projects aren't considered DPI-aware by the operating system.
  367. This is done to improve performance on low-end systems, since the operating
  368. system's DPI fallback scaling will be faster than letting the application scale
  369. itself (even when using the ``viewport`` stretch mode).
  370. However, the OS-provided DPI fallback scaling doesn't play well with fullscreen
  371. mode. If you want crisp visuals on hiDPI displays or if project uses fullscreen,
  372. it's recommended to enable **Display > Window > Dpi > Allow Hidpi** in the
  373. Project Settings.
  374. **Allow Hidpi** is only effective on Windows and macOS. It's ignored on all
  375. other platforms.
  376. .. note::
  377. The Godot editor itself is always marked as DPI-aware. Running the project
  378. from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the
  379. Project Settings.
  380. .. _doc_multiple_resolutions_reducing_aliasing_on_downsampling:
  381. Reducing aliasing on downsampling
  382. ---------------------------------
  383. If the game has a very high base resolution (e.g. 3840×2160), aliasing might
  384. appear when downsampling to something considerably lower like 1280×720.
  385. To resolve this, you can :ref:`enable mipmaps <doc_importing_images_mipmaps>` on
  386. all your 2D textures. However, enabling mipmaps will increase memory usage which
  387. can be an issue on low-end mobile devices.
  388. Handling aspect ratios
  389. ----------------------
  390. Once scaling for different resolutions is accounted for, make sure that
  391. your *user interface* also scales for different aspect ratios. This can be
  392. done using :ref:`anchors <doc_size_and_anchors>` and/or :ref:`containers
  393. <doc_gui_containers>`.
  394. Field of view scaling
  395. ---------------------
  396. The 3D Camera node's **Keep Aspect** property defaults to the **Keep Height**
  397. scaling mode (also called *Hor+*). This is usually the best value for desktop
  398. games and mobile games in landscape mode, as widescreen displays will
  399. automatically use a wider field of view.
  400. However, if your 3D game is intended to be played in portrait mode, it may make
  401. more sense to use **Keep Width** instead (also called *Vert-*). This way,
  402. smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use a
  403. *taller* field of view, which is more logical here.
  404. Scaling 2D and 3D elements differently using Viewports
  405. ------------------------------------------------------
  406. Using multiple Viewport nodes, you can have different scales for various
  407. elements. For instance, you can use this to render the 3D world at a low
  408. resolution while keeping 2D elements at the native resolution. This can improve
  409. performance significantly while keeping the HUD and other 2D elements crisp.
  410. This is done by using the root Viewport node only for 2D elements, then creating
  411. a Viewport node to display the 3D world and displaying it using a
  412. SubViewportContainer or TextureRect node. There will effectively be two viewports
  413. in the final project. One upside of using TextureRect over SubViewportContainer is
  414. that it allows enable linear filtering. This makes scaled 3D viewports look
  415. better in many cases.
  416. See the
  417. `3D viewport scaling demo <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/3d_scaling>`__
  418. for examples.