Multiple resolutions
The problem of multiple resolutions
Developers often have trouble understanding how to best support multiple resolutions in their games. For desktop and console games, this is more or less straightforward, as most screen aspect ratios are 16:9 and resolutions are standard (720p, 1080p, 1440p, 4K, …).
For mobile games, at first, it was easy. For many years, the iPhone and iPad used the same resolution. When Retina was implemented, they just doubled the pixel density; most developers had to supply assets in default and double resolutions.
Nowadays, this is no longer the case, as there are plenty of different screen sizes, densities, and aspect ratios. Non-conventional sizes are also becoming increasingly popular, such as ultrawide displays.
For 3D games, there is not much of a need to support multiple resolutions (from the aesthetic point of view). The 3D geometry will just fill the screen based on the field of view, disregarding the aspect ratio. The main reason one may want to support this, in this case, is for performance reasons (running in lower resolution to increase frames per second).
For 2D and game UIs, this is a different matter, as art needs to be created using specific pixel sizes in software such as Photoshop, GIMP or Krita.
Since layouts, aspect ratios, resolutions, and pixel densities can change so much, it is no longer possible to design UIs for every specific screen. Another method must be used.
One size fits all
The most common approach is to use a single base resolution and then fit it to everything else. This resolution is how most players are expected to play the game (given their hardware). For mobile, Google has useful stats online, and for desktop, Steam also does.
As an example, Steam shows that the most common primary display resolution is 1920×1080, so a sensible approach is to develop a game for this resolution, then handle scaling for different sizes and aspect ratios.
Godot provides several useful tools to do this easily.
See also
You can see how Godot’s support for multiple resolutions works in action using the Multiple Resolutions and Aspect Ratios demo project.
Base size
A base size for the window can be specified in the Project Settings under Display → Window.
However, what it does is not completely obvious; the engine will not attempt to switch the monitor to this resolution. Rather, think of this setting as the “design size”, i.e. the size of the area that you work with in the editor. This setting corresponds directly to the size of the blue rectangle in the 2D editor.
There is often a need to support devices with screen and window sizes that are different from this base size. Godot offers many ways to control how the viewport will be resized and stretched to different screen sizes.
Note
On this page, window refers to the screen area allotted to your game by the system, while viewport refers to the root object (accessible from get_tree().root
) which the game controls to fill this screen area. This viewport is a Window instance. Recall from the introduction that all Window objects are viewports.
To configure the stretch base size at runtime from a script, use the get_tree().root.content_scale_size
property (see Window.content_scale_size). Changing this value can indirectly change the size of 2D elements. However, to provide a user-accessible scaling option, using Stretch Scale is recommended as it’s easier to adjust.
Note
Godot follows a modern approach to multiple resolutions. The engine will never change the monitor’s resolution on its own. While changing the monitor’s resolution is the most efficient approach, it’s also the least reliable approach as it can leave the monitor stuck on a low resolution if the game crashes. This is especially common on macOS or Linux which don’t handle resolution changes as well as Windows.
Changing the monitor’s resolution also removes any control from the game developer over filtering and aspect ratio stretching, which can be important to ensure correct display for pixel art games.
On top of that, changing the monitor’s resolution makes alt-tabbing in and out of a game much slower since the monitor has to change resolutions every time this is done.
Resizing
There are several types of devices, with several types of screens, which in turn have different pixel density and resolutions. Handling all of them can be a lot of work, so Godot tries to make the developer’s life a little easier. The Viewport node has several functions to handle resizing, and the root node of the scene tree is always a viewport (scenes loaded are instanced as a child of it, and it can always be accessed by calling get_tree().root
or get_node("/root")
).
In any case, while changing the root Viewport params is probably the most flexible way to deal with the problem, it can be a lot of work, code and guessing, so Godot provides a set of parameters in the project settings to handle multiple resolutions.
Stretch settings
Stretch settings are located in the project settings and provide several options:
Stretch Mode
The Stretch Mode setting defines how the base size is stretched to fit the resolution of the window or screen. The animations below use a “base size” of just 16×9 pixels to demonstrate the effect of different stretch modes. A single sprite, also 16×9 pixels in size, covers the entire viewport, and a diagonal Line2D is added on top of it:
Stretch Mode = Disabled (default): No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, the Stretch Aspect setting has no effect.
Stretch Mode = Canvas Items: In this mode, the base size specified in width and height in the project settings is stretched to cover the whole screen (taking the Stretch Aspect setting into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts.
Stretch Mode = Viewport: Viewport scaling means that the size of the root Viewport is set precisely to the base size specified in the Project Settings’ Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking the Stretch Aspect setting into account).
To configure the stretch mode at runtime from a script, use the get_tree().root.content_scale_mode
property (see Window.content_scale_mode and the ContentScaleMode enum).
Stretch Aspect
The second setting is the stretch aspect. Note that this only takes effect if Stretch Mode is set to something other than Disabled.
In the animations below, you will notice gray and black areas. The black areas are added by the engine and cannot be drawn into. The gray areas are part of your scene, and can be drawn to. The gray areas correspond to the region outside the blue frame you see in the 2D editor.
Stretch Aspect = Ignore: Ignore the aspect ratio when stretching the screen. This means that the original resolution will be stretched to exactly fill the screen, even if it’s wider or narrower. This may result in nonuniform stretching: things looking wider or taller than designed.
Stretch Aspect = Keep: Keep aspect ratio when stretching the screen. This means that the viewport retains its original size regardless of the screen resolution, and black bars will be added to the top/bottom of the screen (“letterboxing”) or the sides (“pillarboxing”).
This is a good option if you know the aspect ratio of your target devices in advance, or if you don’t want to handle different aspect ratios.
Stretch Aspect = Keep Width: Keep aspect ratio when stretching the screen. If the screen is wider than the base size, black bars are added at the left and right (pillarboxing). But if the screen is taller than the base resolution, the viewport will be grown in the vertical direction (and more content will be visible to the bottom). You can also think of this as “Expand Vertically”.
This is usually the best option for creating GUIs or HUDs that scale, so some controls can be anchored to the bottom (Size and anchors).
Stretch Aspect = Keep Height: Keep aspect ratio when stretching the screen. If the screen is taller than the base size, black bars are added at the top and bottom (letterboxing). But if the screen is wider than the base resolution, the viewport will be grown in the horizontal direction (and more content will be visible to the right). You can also think of this as “Expand Horizontally”.
This is usually the best option for 2D games that scroll horizontally (like runners or platformers).
Stretch Aspect = Expand: Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size).
Tip
To support both portrait and landscape mode with a similar automatically determined scale factor, set your project’s base resolution to be a square (1:1 aspect ratio) instead of a rectangle. For instance, if you wish to design for 1280×720 as the base resolution but wish to support both portrait and landscape mode, use 720×720 as the project’s base window size in the Project Settings.
To allow the user to choose their preferred screen orientation at run-time, remember to set Display > Window > Handheld > Orientation to sensor
.
To configure the stretch aspect at runtime from a script, use the get_tree().root.content_scale_aspect
property (see Window.content_scale_aspect and the ContentScaleAspect enum).
Stretch Scale
The Scale setting allows you to add an extra scaling factor on top of what the Stretch options above already provide. The default value of 1.0
means that no additional scaling occurs.
For example, if you set Scale to 2.0
and leave Stretch Mode on Disabled, each unit in your scene will correspond to 2×2 pixels on the screen. This is a good way to provide scaling options for non-game applications.
If Stretch Mode is set to canvas_items, 2D elements will be scaled relative to the base window size, then multiplied by the Scale setting. This can be exposed to players to allow them to adjust the automatically determined scale to their liking, for better accessibility.
If Stretch Mode is set to viewport, the viewport’s resolution is divided by Scale. This makes pixels look larger and reduces rendering resolution (with a given window size), which can improve performance.
To configure the stretch scale at runtime from a script, use the get_tree().root.content_scale_factor
property (see Window.content_scale_factor).
Stretch Scale Mode
Since Godot 4.2, the Stretch Scale Mode setting allows you to constrain the automatically determined scale factor (as well as the manually specified Stretch Scale setting) to integer values. By default, this setting is set to fractional
, which allows any scale factor to be applied (including fractional values such as 2.5
). When set to integer
, the value is rounded down to the nearest integer. For example, instead of using a scale factor of 2.5
, it would be rounded down to 2.0
. This is useful to prevent distortion when displaying pixel art.
Compare this pixel art which is displayed with the viewport
stretch mode, with the stretch scale mode set to fractional
:
This pixel art is also displayed with the viewport
stretch mode, but the stretch scale mode is set to integer
this time:
For example, if your viewport base size is 640×360 and the window size is 1366×768:
When using
fractional
, the viewport is displayed at a resolution of 1366×768 (scale factor is roughly 2.133×). The entire window space is used. Each pixel in the viewport corresponds to 2.133×2.133 pixels in the displayed area. However, since displays can only display “whole” pixels, this will lead to uneven pixel scaling which results in incorrect appearance of pixel art.When using
integer
, the viewport is displayed at a resolution of 1280×720 (scale factor is 2×). The remaining space is filled with black bars on all four sides, so that each pixel in the viewport corresponds to 2×2 pixels in the displayed area.
This setting is effective with any stretch mode. However, when using the disabled
stretch mode, it will only affect the Stretch Scale setting by rounding it down to the nearest integer value. This can be used for 3D games that have a pixel art UI, so that the visible area in the 3D viewport doesn’t reduce in size (which occurs when using canvas_items
or viewport
stretch mode with the integer
scale mode).
Tip
Games should use the Exclusive Fullscreen window mode, as opposed to Fullscreen which is designed to prevent Windows from automatically treating the window as if it was exclusive fullscreen.
Fullscreen is meant to be used by GUI applications that want to use per-pixel transparency without a risk of having it disabled by the OS. It achieves this by leaving a 1-pixel line at the bottom of the screen. By contrast, Exclusive Fullscreen uses the actual screen size and allows Windows to reduce jitter and input lag for fullscreen games.
When using integer scaling, this is particularly important as the 1-pixel height reduction from the Fullscreen mode can cause integer scaling to use a smaller scale factor than expected.
Common use case scenarios
The following settings are recommended to support multiple resolutions and aspect ratios well.
Desktop game
Non-pixel art:
Set the base window width to
1920
and window height to1080
. If you have a display smaller than 1920×1080, set Window Width Override and Window Height Override to lower values to make the window smaller when the project starts.Alternatively, if you’re targeting high-end devices primarily, set the base window width to
3840
and window height to2160
. This allows you to provide higher resolution 2D assets, resulting in crisper visuals at the cost of higher memory usage and file sizes. Note that this will make non-mipmapped textures grainy on low resolution devices, so make sure to follow the instructions described in Reducing aliasing on downsampling.Set the stretch mode to
canvas_items
.Set the stretch aspect to
expand
. This allows for supporting multiple aspect ratios and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).Configure Control nodes’ anchors to snap to the correct corners using the Layout menu.
Pixel art:
Set the base window size to the viewport size you intend to use. Most pixel art games use viewport sizes between 256×224 and 640×480. 640×360 is a good baseline, as it scales to 1280×720, 1920×1080, 2560×1440, and 3840×2160 without any black bars when using integer scaling. Higher viewport sizes will require using higher resolution artwork, unless you intend to show more of the game world at a given time.
Set the stretch mode to
viewport
.Set the stretch aspect to
keep
to enforce a single aspect ratio (with black bars). As an alternative, you can set the stretch aspect toexpand
to support multiple aspect ratios.If using the
expand
stretch aspect, Configure Control nodes’ anchors to snap to the correct corners using the Layout menu.Set the stretch scale mode to
integer
. This prevents uneven pixel scaling from occurring, which makes pixel art not display as intended.
Note
The viewport
stretch mode provides low-resolution rendering that is then stretched to the final window size. If you are OK with sprites being able to move or rotate in “sub-pixel” positions or wish to have a high resolution 3D viewport, you should use the canvas_items
stretch mode instead of the viewport
stretch mode.
Mobile game in landscape mode
Godot is configured to use landscape mode by default. This means you don’t need to change the display orientation project setting.
Set the base window width to
1280
and window height to720
.Alternatively, if you’re targeting high-end devices primarily, set the base window width to
1920
and window height to1080
. This allows you to provide higher resolution 2D assets, resulting in crisper visuals at the cost of higher memory usage and file sizes. Many devices have even higher resolution displays (1440p), but the difference with 1080p is barely visible given the small size of smartphone displays. Note that this will make non-mipmapped textures grainy on low resolution devices, so make sure to follow the instructions described in Reducing aliasing on downsampling.Set the stretch mode to
canvas_items
.Set the stretch aspect to
expand
. This allows for supporting multiple aspect ratios and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).Configure Control nodes’ anchors to snap to the correct corners using the Layout menu.
Tip
To better support tablets and foldable phones (which frequently feature displays with aspect ratios close to 4:3), consider using a base resolution that has a 4:3 aspect ratio while following the rest of the instructions here. For instance, you can set the base window width to 1280
and the base window height to 960
.
Mobile game in portrait mode
Set the base window width to
720
and window height to1280
.Alternatively, if you’re targeting high-end devices primarily, set the base window width to
1080
and window height to1920
. This allows you to provide higher resolution 2D assets, resulting in crisper visuals at the cost of higher memory usage and file sizes. Many devices have even higher resolution displays (1440p), but the difference with 1080p is barely visible given the small size of smartphone displays. Note that this will make non-mipmapped textures grainy on low resolution devices, so make sure to follow the instructions described in Reducing aliasing on downsampling.Set Display > Window > Handheld > Orientation to
portrait
.Set the stretch mode to
canvas_items
.Set the stretch aspect to
expand
. This allows for supporting multiple aspect ratios and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).Configure Control nodes’ anchors to snap to the correct corners using the Layout menu.
Tip
To better support tablets and foldable phones (which frequently feature displays with aspect ratios close to 4:3), consider using a base resolution that has a 3:4 aspect ratio while following the rest of the instructions here. For instance, you can set the base window width to 960
and the base window height to 1280
.
Non-game application
Set the base window width and height to the smallest window size that you intend to target. This is not required, but this ensures that you design your UI with small window sizes in mind.
Keep the stretch mode to its default value,
disabled
.Keep the stretch aspect to its default value,
ignore
(its value won’t be used since the stretch mode isdisabled
).You can define a minimum window size by calling
get_window().set_min_size()
in a script’s_ready()
function. This prevents the user from resizing the application below a certain size, which could break the UI layout.
Note
Godot doesn’t support manually overriding the 2D scale factor yet, so it is not possible to have hiDPI support in non-game applications. Due to this, it is recommended to leave Allow Hidpi disabled in non-game applications to allow for the OS to use its low-DPI fallback.
hiDPI support
By default, Godot projects are considered DPI-aware by the operating system. This is controlled by the Display > Window > Dpi > Allow Hidpi project setting, which should be left enabled whenever possible. Disabling DPI awareness can break fullscreen behavior on Windows.
Since Godot projects are DPI-aware, they may appear at a very small window size when launching on an hiDPI display (proportionally to the screen resolution). For a game, the most common way to work around this issue is to make them fullscreen by default. Alternatively, you could set the window size in an autoload‘s _ready()
function according to the screen size.
To ensure 2D elements don’t appear too small on hiDPI displays:
For games, use the
canvas_items
orviewport
stretch modes so that 2D elements are automatically resized according to the current window size.For non-game applications, use the
disabled
stretch mode and set the stretch scale to a value corresponding to the display scale factor in an autoload‘s_ready()
function. The display scale factor is set in the operating system’s settings and can be queried using screen_get_scale. This method is currently only implemented on macOS. On other operating systems, you will need to implement a method to guess the display scale factor based on the screen resolution (with a setting to let the user override this if needed). This is the approach currently used by the Godot editor.
The Allow Hidpi setting is only effective on Windows and macOS. It’s ignored on all other platforms.
Note
The Godot editor itself is always marked as DPI-aware. Running the project from the editor will only be DPI-aware if Allow Hidpi is enabled in the Project Settings.
Reducing aliasing on downsampling
If the game has a very high base resolution (e.g. 3840×2160), aliasing might appear when downsampling to something considerably lower like 1280×720.
To resolve this, you can enable mipmaps on all your 2D textures. However, enabling mipmaps will increase memory usage which can be an issue on low-end mobile devices.
Handling aspect ratios
Once scaling for different resolutions is accounted for, make sure that your user interface also scales for different aspect ratios. This can be done using anchors and/or containers.
Field of view scaling
The 3D Camera node’s Keep Aspect property defaults to the Keep Height scaling mode (also called Hor+). This is usually the best value for desktop games and mobile games in landscape mode, as widescreen displays will automatically use a wider field of view.
However, if your 3D game is intended to be played in portrait mode, it may make more sense to use Keep Width instead (also called Vert-). This way, smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use a taller field of view, which is more logical here.
Scaling 2D and 3D elements differently using Viewports
Using multiple Viewport nodes, you can have different scales for various elements. For instance, you can use this to render the 3D world at a low resolution while keeping 2D elements at the native resolution. This can improve performance significantly while keeping the HUD and other 2D elements crisp.
This is done by using the root Viewport node only for 2D elements, then creating a Viewport node to display the 3D world and displaying it using a SubViewportContainer or TextureRect node. There will effectively be two viewports in the final project. One upside of using TextureRect over SubViewportContainer is that it allows enable linear filtering. This makes scaled 3D viewports look better in many cases.
See the 3D viewport scaling demo for examples.
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