From 967f758b9c65da48c665361388ee98742c3c12fc Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 30 Aug 2025 23:38:19 +0200 Subject: [PATCH] Update instructions for resolution scaling in Multiple resolutions The previously described approach was tailored for Godot 3.x, back when built-in 3D resolution scaling support didn't exist. Now that resolution scaling works in all rendering methods, it's better to use it instead. --- tutorials/rendering/multiple_resolutions.rst | 26 ++++++-------------- 1 file changed, 8 insertions(+), 18 deletions(-) diff --git a/tutorials/rendering/multiple_resolutions.rst b/tutorials/rendering/multiple_resolutions.rst index 8535705ebfd..681b413e5a1 100644 --- a/tutorials/rendering/multiple_resolutions.rst +++ b/tutorials/rendering/multiple_resolutions.rst @@ -556,21 +556,11 @@ 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. +Scaling 2D and 3D elements differently +-------------------------------------- + +To render 3D at a different resolution from 2D elements (such as the UI), use Godot's +:ref:`resolution scaling ` functionality. This allows you to +control the resolution scale factor used for 3D without needing to use a separate Viewport +node. This can either be used to improve performance by rendering 3D at a lower resolution, +or improve quality via supersampling.