@memoriesin8bit@mastodon.gamedev.place
Post #2412106
2026-05-02 16:04 UTC
@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.
Replies (1)
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@memoriesin8bit@mastodon.gamedev.place 2026-05-02 16:07
@YoSoyFreeman@mastodon.gamedev.place But it's not like there aren't other options. a) there's a viewport width/height override. I've not tested that but maybe using that doesn't mess the UI scale b) You can make resolution by viewport width/height and have your design resolution stored as a const. Then from that, you can calculate the required content scale factor (by width, height or a ratio). c) Let players chose a resolution and behind the scenes it sets that as window size as well as a dynamic 3D resolution scale.