New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Display issues on 4k screen when using fullscreen mode at lower than native resolution #14446
Comments
Note that:
As for the second issue, try disabling the Windows-provided upscaling on Godot. Right-click the Godot executable, then click Properties, go to the Compatibility tab, then override DPI scaling with the Application value. |
Many thanks for the information. I've played around a bit and the only combination of settings which gives the correct results for me (i.e. correctly displaying fullscreen at 1920 x 1080) is as follows:
The framerate I get is ~20 fps, so slightly worse than windowed mode at the same resolution (i.e. ~30 fps). |
It sure does support it, the Viewport API allows for setting this manually as you best see it fit.
@Calinou Link to issue would be nice. |
I dont have a 4k monitor to reproduce, may have one soon, for now kicking to 3.1 |
This was fixed a few weeks ago, closing. |
Operating system or device, Godot version, GPU Model and driver (if graphics related):
OS: Windows 10 64-bit
Device: Dell XPS 15 9560 UHD (3840 x 2160 px)
Godot version: Custom build of master as of 08 Dec 2017 (commit 8c78ccb)
GPU: Nvidia GTX 1050
Issue description:
When I test my game, I tend to use the following settings in Project Settings > Display:
This leads to a number of issues which are not present when using windowed mode:
Please see discussion on this thread at for more context.
Steps to reproduce:
Use the Display settings listed above for a 3d project on a 4k monitor.
Link to minimal example project:
n/a
The text was updated successfully, but these errors were encountered: