diff --git a/tutorials/viewports/multiple_resolutions.rst b/tutorials/viewports/multiple_resolutions.rst index fc0b86da305a..3e6cc6adfd94 100644 --- a/tutorials/viewports/multiple_resolutions.rst +++ b/tutorials/viewports/multiple_resolutions.rst @@ -67,6 +67,23 @@ 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:: + + Godot follows a modern approach to multiple resolutions. It 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 -------- @@ -245,6 +262,10 @@ the game data is loaded:: VisualServer.texture_set_shrink_all_x2_on_set_data(true) +Alternatively, you can also enable mipmaps on all your 2D textures. However, +enabling mipmaps will increase memory usage which may be problematic on low-end +mobile devices. + Handling aspect ratios ----------------------