@YoSoyFreeman@mastodon.gamedev.place
Post #2412105
2026-05-02 16:00 UTC
@memoriesin8bit@mastodon.gamedev.place
In all honesty, about 75 percent of my issue right now is that i'm afraid users may perceive the lack of those classic resolution options as a limitation or laziness from my part more than anything.
In any case, i'm really enjoying Godot UI!
Replies (1)
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@memoriesin8bit@mastodon.gamedev.place 2026-05-02 16:04
@YoSoyFreeman@mastodon.gamedev.place I get that. That's what concerns me also. On the other side: Godot has (as far as I know) no way of reading the resolutions supported by the driver and hence the display. I know SDL can do that - or could in the past - but I can't figure out how to access that in Godot. So the Window sizes my game has - all hardcoded. Useless. Dead weight. All I can do is communicate to the player why resolution scale solves the problem of "game doesn't run at required FPS" in a better way.