multiple_resolutions.rst 20 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. Base size
  39. ---------
  40. A base size for the window can be specified in the Project Settings under
  41. **Display → Window**.
  42. .. image:: img/screenres.png
  43. However, what it does is not completely obvious; the engine will *not*
  44. attempt to switch the monitor to this resolution. Rather, think of this
  45. setting as the "design size", i.e. the size of the area that you work
  46. with in the editor. This setting corresponds directly to the size of the
  47. blue rectangle in the 2D editor.
  48. There is often a need to support devices with screen and window sizes
  49. that are different from this base size. Godot offers many ways to
  50. control how the viewport will be resized and stretched to different
  51. screen sizes.
  52. .. note::
  53. Godot follows a modern approach to multiple resolutions. The engine will
  54. never change the monitor's resolution on its own. While changing the
  55. monitor's resolution is the most efficient approach, it's also the least
  56. reliable approach as it can leave the monitor stuck on a low resolution if
  57. the game crashes. This is especially common on macOS or Linux which don't
  58. handle resolution changes as well as Windows.
  59. Changing the monitor's resolution also removes any control from the game
  60. developer over filtering and aspect ratio stretching, which can be important
  61. to ensure correct display for pixel art games.
  62. On top of that, changing the monitor's resolution makes alt-tabbing in and
  63. out of a game much slower since the monitor has to change resolutions every
  64. time this is done.
  65. Resizing
  66. --------
  67. There are several types of devices, with several types of screens, which
  68. in turn have different pixel density and resolutions. Handling all of
  69. them can be a lot of work, so Godot tries to make the developer's life a
  70. little easier. The :ref:`Viewport <class_Viewport>`
  71. node has several functions to handle resizing, and the root node of the
  72. scene tree is always a viewport (scenes loaded are instanced as a child
  73. of it, and it can always be accessed by calling
  74. ``get_tree().get_root()`` or ``get_node("/root")``).
  75. In any case, while changing the root Viewport params is probably the
  76. most flexible way to deal with the problem, it can be a lot of work,
  77. code and guessing, so Godot provides a simple set of parameters in the
  78. project settings to handle multiple resolutions.
  79. Stretch settings
  80. ----------------
  81. Stretch settings are located in the project settings and provide several options:
  82. .. image:: img/stretchsettings.png
  83. Stretch Mode
  84. ^^^^^^^^^^^^
  85. The **Stretch Mode** setting defines how the base size is stretched to fit
  86. the resolution of the window or screen.
  87. .. image:: img/stretch.png
  88. The animations below use a "base size" of just 16×9 pixels to
  89. demonstrate the effect of different stretch modes. A single sprite, also
  90. 16×9 pixels in size, covers the entire viewport, and a diagonal
  91. :ref:`Line2D <class_Line2D>` is added on top of it:
  92. .. image:: img/stretch_demo_scene.png
  93. .. Animated GIFs are generated from:
  94. .. https://github.com/ttencate/godot_scaling_mode
  95. - **Stretch Mode = Disabled** (default): No stretching happens. One
  96. unit in the scene corresponds to one pixel on the screen. In this
  97. mode, the **Stretch Aspect** setting has no effect.
  98. .. image:: img/stretch_disabled_expand.gif
  99. - **Stretch Mode = 2D**: In this mode, the base size specified in
  100. width and height in the project settings is
  101. stretched to cover the whole screen (taking the **Stretch Aspect**
  102. setting into account). This means that everything is rendered
  103. directly at the target resolution. 3D is unaffected,
  104. while in 2D, there is no longer a 1:1 correspondence between sprite
  105. pixels and screen pixels, which may result in scaling artifacts.
  106. .. image:: img/stretch_2d_expand.gif
  107. - **Stretch Mode = Viewport**: Viewport scaling means that the size of
  108. the root :ref:`Viewport <class_Viewport>` is set precisely to the
  109. base size specified in the Project Settings' **Display** section.
  110. The scene is rendered to this viewport first. Finally, this viewport
  111. is scaled to fit the screen (taking the **Stretch Aspect** setting into
  112. account).
  113. .. image:: img/stretch_viewport_expand.gif
  114. Stretch Aspect
  115. ^^^^^^^^^^^^^^
  116. The second setting is the stretch aspect. Note that this only takes effect if
  117. **Stretch Mode** is set to something other than **Disabled**.
  118. In the animations below, you will notice gray and black areas. The black
  119. areas are added by the engine and cannot be drawn into. The gray areas
  120. are part of your scene, and can be drawn to. The gray areas correspond
  121. to the region outside the blue frame you see in the 2D editor.
  122. - **Stretch Aspect = Ignore**: Ignore the aspect ratio when stretching
  123. the screen. This means that the original resolution will be stretched
  124. to exactly fill the screen, even if it's wider or narrower. This may
  125. result in nonuniform stretching: things looking wider or taller than
  126. designed.
  127. .. image:: img/stretch_viewport_ignore.gif
  128. - **Stretch Aspect = Keep**: Keep aspect ratio when stretching the
  129. screen. This means that the viewport retains its original size
  130. regardless of the screen resolution, and black bars will be added to
  131. the top/bottom of the screen ("letterboxing") or the sides
  132. ("pillarboxing").
  133. This is a good option if you know the aspect ratio of your target
  134. devices in advance, or if you don't want to handle different aspect
  135. ratios.
  136. .. image:: img/stretch_viewport_keep.gif
  137. - **Stretch Aspect = Keep Width**: Keep aspect ratio when stretching the
  138. screen. If the screen is wider than the base size, black bars are
  139. added at the left and right (pillarboxing). But if the screen is
  140. taller than the base resolution, the viewport will be grown in the
  141. vertical direction (and more content will be visible to the bottom).
  142. You can also think of this as "Expand Vertically".
  143. This is usually the best option for creating GUIs or HUDs that scale,
  144. so some controls can be anchored to the bottom
  145. (:ref:`doc_size_and_anchors`).
  146. .. image:: img/stretch_viewport_keep_width.gif
  147. - **Stretch Aspect = Keep Height**: Keep aspect ratio when stretching
  148. the screen. If the screen is taller than the base size, black
  149. bars are added at the top and bottom (letterboxing). But if the
  150. screen is wider than the base resolution, the viewport will be grown
  151. in the horizontal direction (and more content will be visible to the
  152. right). You can also think of this as "Expand Horizontally".
  153. This is usually the best option for 2D games that scroll horizontally
  154. (like runners or platformers).
  155. .. image:: img/stretch_viewport_keep_height.gif
  156. - **Stretch Aspect = Expand**: Keep aspect ratio when stretching the
  157. screen, but keep neither the base width nor height. Depending on the
  158. screen aspect ratio, the viewport will either be larger in the
  159. horizontal direction (if the screen is wider than the base size) or
  160. in the vertical direction (if the screen is taller than the original
  161. size).
  162. .. image:: img/stretch_viewport_expand.gif
  163. .. tip::
  164. To support both portrait and landscape mode with a similar automatically
  165. determined scale factor, set your project's base resolution to be a *square*
  166. (1:1 aspect ratio) instead of a rectangle. For instance, if you wish to design
  167. for 1280×720 as the base resolution but wish to support both portrait and
  168. landscape mode, use 720×720 as the project's base window size in the
  169. Project Settings.
  170. To allow the user to choose their preferred screen orientation at run-time,
  171. remember to set **Display > Window > Handheld > Orientation** to ``sensor``.
  172. Stretch Shrink
  173. ^^^^^^^^^^^^^^
  174. The **Shrink** setting allows you to add an extra scaling factor on top of
  175. what the **Stretch** options above already provide. The default value of 1
  176. means that no scaling occurs.
  177. If, for example, you set **Shrink** to 4 and leave **Stretch Mode** on
  178. **Disabled**, each unit in your scene will correspond to 4×4 pixels on the
  179. screen.
  180. If **Stretch Mode** is set to something other than **Disabled**, the size of
  181. the root viewport is scaled down by the **Shrink** factor, and pixels
  182. in the output are scaled up by the same amount. This is rarely useful for
  183. 2D games, but can be used to increase performance in 3D games
  184. by rendering them at a lower resolution.
  185. From scripts
  186. ^^^^^^^^^^^^
  187. To configure stretching at runtime from a script, use the
  188. ``get_tree().set_screen_stretch()`` method (see
  189. :ref:`SceneTree.set_screen_stretch() <class_SceneTree_method_set_screen_stretch>`).
  190. Common use case scenarios
  191. -------------------------
  192. The following settings are recommended to support multiple resolutions and aspect
  193. ratios well.
  194. Desktop game
  195. ^^^^^^^^^^^^
  196. **Non-pixel art:**
  197. - Set the base window width to ``1920`` and window height to ``1080``. If you have a
  198. display smaller than 1920×1080, set **Test Width** and **Test Height** to
  199. lower values to make the window smaller when the project starts.
  200. - Alternatively, if you're targeting high-end devices primarily, set the base
  201. window width to ``3840`` and window height to ``2160``.
  202. This allows you to provide higher resolution 2D assets, resulting in crisper
  203. visuals at the cost of higher memory usage and file sizes.
  204. Note that this will make non-mipmapped textures grainy on low resolution devices,
  205. so make sure to follow the instructions described in
  206. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  207. - Set the stretch mode to ``2d``.
  208. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  209. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  210. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  211. **Pixel art:**
  212. - Set the base window size to the viewport size you intend to use. Most pixel art games
  213. use viewport sizes between 256×224 and 640×480. Higher viewport sizes will
  214. require using higher resolution artwork, unless you intend to show more of the
  215. game world at a given time.
  216. - Set the stretch mode to ``viewport``.
  217. - Set the stretch aspect to ``keep`` to enforce a single aspect ratio (with
  218. black bars). As an alternative, you can set the stretch aspect to ``expand`` to
  219. support multiple aspect ratios.
  220. - If using the ``expand`` stretch aspect, Configure Control nodes' anchors to
  221. snap to the correct corners using the **Layout** menu.
  222. .. note::
  223. The ``viewport`` stretch mode provides low-resolution rendering that is then
  224. stretched to the final window size. If you are OK with sprites being able to
  225. move or rotate in "sub-pixel" positions or wish to have a high resolution 3D
  226. viewport, you should use the ``2d`` stretch mode instead of the ``viewport``
  227. stretch mode.
  228. Godot currently doesn't have a way to enforce integer scaling when using the
  229. ``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if the
  230. final window size is not a multiple of the base window size.
  231. To fix this, use an add-on such as the `Integer Resolution Handler <https://github.com/Yukitty/godot-addon-integer_resolution_handler>`__.
  232. Mobile game in landscape mode
  233. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  234. Godot is configured to use landscape mode by default. This means you don't need
  235. to change the display orientation project setting.
  236. - Set the base window width to ``1280`` and window height to ``720``.
  237. - Alternatively, if you're targeting high-end devices primarily, set the base
  238. window width to ``1920`` and window height to ``1080``.
  239. This allows you to provide higher resolution 2D assets, resulting in crisper
  240. visuals at the cost of higher memory usage and file sizes. Many devices have
  241. even higher resolution displays (1440p), but the difference with 1080p is
  242. barely visible given the small size of smartphone displays.
  243. Note that this will make non-mipmapped textures grainy on low resolution devices,
  244. so make sure to follow the instructions described in
  245. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  246. - Set the stretch mode to ``2d``.
  247. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  248. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  249. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  250. Mobile game in portrait mode
  251. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  252. - Set the base window width to ``720`` and window height to ``1080``.
  253. - Alternatively, if you're targeting high-end devices primarily, set the base
  254. window width to ``1080`` and window height to ``1920``.
  255. This allows you to provide higher resolution 2D assets, resulting in crisper
  256. visuals at the cost of higher memory usage and file sizes. Many devices have
  257. even higher resolution displays (1440p), but the difference with 1080p is
  258. barely visible given the small size of smartphone displays.
  259. Note that this will make non-mipmapped textures grainy on low resolution devices,
  260. so make sure to follow the instructions described in
  261. :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
  262. - Set **Display > Window > Handheld > Orientation** to ``portrait``.
  263. - Set the stretch mode to ``2d``.
  264. - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
  265. and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
  266. - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
  267. Non-game application
  268. ^^^^^^^^^^^^^^^^^^^^
  269. - Set the base window width and height to the smallest window size that you intend to target.
  270. This is not required, but this ensures that you design your UI with small window sizes in mind.
  271. - Keep the stretch mode to its default value, ``disabled``.
  272. - Keep the stretch aspect to its default value, ``ignore``
  273. (its value won't be used since the stretch mode is ``disabled``).
  274. - You can define a minimum window size by setting ``OS.min_window_size`` in a
  275. script's ``_ready()`` function. This prevents the user from resizing the application
  276. below a certain size, which could break the UI layout.
  277. .. note::
  278. Godot doesn't support manually overriding the 2D scale factor yet, so it is
  279. not possible to have hiDPI support in non-game applications. Due to this, it
  280. is recommended to leave **Allow Hidpi** disabled in non-game applications to
  281. allow for the OS to use its low-DPI fallback.
  282. hiDPI support
  283. -------------
  284. By default, Godot projects aren't considered DPI-aware by the operating system.
  285. This is done to improve performance on low-end systems, since the operating
  286. system's DPI fallback scaling will be faster than letting the application scale
  287. itself (even when using the ``viewport`` stretch mode).
  288. However, the OS-provided DPI fallback scaling doesn't play well with fullscreen
  289. mode. If you want crisp visuals on hiDPI displays or if project uses fullscreen,
  290. it's recommended to enable **Display > Window > Dpi > Allow Hidpi** in the
  291. Project Settings.
  292. **Allow Hidpi** is only effective on Windows and macOS. It's ignored on all
  293. other platforms.
  294. .. note::
  295. The Godot editor itself is always marked as DPI-aware. Running the project
  296. from the editor will only be DPI-aware if **Allow Hidpi** is enabled in the
  297. Project Settings.
  298. .. _doc_multiple_resolutions_reducing_aliasing_on_downsampling:
  299. Reducing aliasing on downsampling
  300. ---------------------------------
  301. If the game has a very high base resolution (e.g. 3840×2160), aliasing might
  302. appear when downsampling to something considerably lower like 1280×720.
  303. Aliasing can be made less visible by shrinking all images by a factor of 2
  304. upon loading. This can be done by calling the method below before
  305. the game data is loaded::
  306. VisualServer.texture_set_shrink_all_x2_on_set_data(true)
  307. Alternatively, you can also enable mipmaps on all your 2D textures. However,
  308. enabling mipmaps will increase memory usage which may be problematic on low-end
  309. mobile devices.
  310. Handling aspect ratios
  311. ----------------------
  312. Once scaling for different resolutions is accounted for, make sure that
  313. your *user interface* also scales for different aspect ratios. This can be
  314. done using :ref:`anchors <doc_size_and_anchors>` and/or :ref:`containers
  315. <doc_gui_containers>`.
  316. Field of view scaling
  317. ---------------------
  318. The 3D Camera node's **Keep Aspect** property defaults to the **Keep Height**
  319. scaling mode (also called *Hor+*). This is usually the best value for desktop
  320. games and mobile games in landscape mode, as widescreen displays will
  321. automatically use a wider field of view.
  322. However, if your 3D game is intended to be played in portrait mode, it may make
  323. more sense to use **Keep Width** instead (also called *Vert-*). This way,
  324. smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use a
  325. *taller* field of view, which is more logical here.
  326. Scaling 2D and 3D elements differently using Viewports
  327. ------------------------------------------------------
  328. Using multiple Viewport nodes, you can have different scales for various
  329. elements. For instance, you can use this to render the 3D world at a low
  330. resolution while keeping 2D elements at the native resolution. This can improve
  331. performance significantly while keeping the HUD and other 2D elements crisp.
  332. This is done by using the root Viewport node only for 2D elements, then creating
  333. a Viewport node to display the 3D world and displaying it using a
  334. ViewportContainer or TextureRect node. There will effectively be two viewports
  335. in the final project. One upside of using TextureRect over ViewportContainer is
  336. that it allows enable linear filtering. This makes scaled 3D viewports look
  337. better in many cases.
  338. See the
  339. `3D viewport scaling demo <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/3d_scaling>`__
  340. for examples.