Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Tested versions
- Reproducible in: v4.2.1.stable.official [b09f793]
- Also reproducible in: v4.1.3
System information
Godot v4.2.1.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 950M (NVIDIA; 31.0.15.3118) - Intel(R) Core(TM) i5-6300HQ CPU @ 2.30GHz (4 Threads)
Issue description
One of the main advantages of the canvas_items stretch mode (née 2d) is that it scales the UI automatically while keeping the shapes and fonts crisp at any window size. It's particularly useful when you want to keep the same size ratios in your UI regardless of resolution. This is illustrated by the attached project, which I've created for both Godot 3 and Godot 4.
Here are two screenshots taken on Godot 3 (view them at 100% size to get a better idea):
The text remains crisp in Godot 3 when the viewport size increases or decreases.

However, in Godot 4, the behavior is different and fonts get slightly blurry at any resolution other than the viewport size defined in the settings.

The same behavior can be observed when resizing to a smaller viewport size, with blur being particularly noticeable.
- Godot 3.5.3:

- Godot 4.2.1:

Steps to reproduce
- Load the Godot 4 MRP
- Run the project, the default viewport size is 1024x576
- Resize the window or expand it, or set the project to run fullscreen
- Notice that the text is crisp at the base resolution, but blurry at smaller/larger resolutions
- You can compare with the Godot 3 project where fonts remain crisp regardless
Minimal reproduction project (MRP)
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Tested versions
System information
Godot v4.2.1.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 950M (NVIDIA; 31.0.15.3118) - Intel(R) Core(TM) i5-6300HQ CPU @ 2.30GHz (4 Threads)
Issue description
One of the main advantages of the
canvas_itemsstretch mode (née2d) is that it scales the UI automatically while keeping the shapes and fonts crisp at any window size. It's particularly useful when you want to keep the same size ratios in your UI regardless of resolution. This is illustrated by the attached project, which I've created for both Godot 3 and Godot 4.Here are two screenshots taken on Godot 3 (view them at 100% size to get a better idea):
The text remains crisp in Godot 3 when the viewport size increases or decreases.
However, in Godot 4, the behavior is different and fonts get slightly blurry at any resolution other than the viewport size defined in the settings.
The same behavior can be observed when resizing to a smaller viewport size, with blur being particularly noticeable.
Steps to reproduce
Minimal reproduction project (MRP)