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[Windows] Incorrect UI scaling based on primary monitor #93835

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Flynsarmy opened this issue Jul 1, 2024 · 1 comment
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[Windows] Incorrect UI scaling based on primary monitor #93835

Flynsarmy opened this issue Jul 1, 2024 · 1 comment

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@Flynsarmy
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Tested versions

  • Reproducible in 4.3-beta2, 4.2.2-stable

System information

Windows 11, geForce 4080, Godot 4.3-beta2, Forward+

Issue description

On Windows I have a 1440p monitor set to 100% scale and a 4k monitor set to 150% scale. Depending on which of the two is set to be my primary monitor, Godot's scaling is wildly different no matter which monitor it's on.

Example:
With the 4k monitor set to primary, this is what my 1440p screen looks like:
image

But with the 1440p monitor set to primary, this is what the screen looks like on the same monitor:
image

It doesn't matter if I drag the windows between monitors, they don't rescale to be their correct scale for the current monitor.

Steps to reproduce

  • Have two monitors of varying resolutions and scales
  • Open Godot with one monitor being the Windows primary monitor
  • Repeat with the other monitor being the Windows primary monitor

Minimal reproduction project (MRP)

N/A

@Calinou
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Calinou commented Jul 2, 2024

Thanks for the report! Consolidating in #56341.

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