Ouff, the #GodotEngine UI node settings ain't as easily HiDPI aware and dynamically scalable as I hoped. Explains why many games opt for a mobile UI that might end up looking out of place (and way too large) on the desktop but will still work everywhere.
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Ouff, the #GodotEngine UI node settings ain't as easily HiDPI aware and dynamically scalable as I hoped. Explains why many games opt for a mobile UI that might end up looking out of place (and way too large) on the desktop but will still work everywhere.
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dbat :godot: (Viva Ukraine)replied to Natasha Nox 馃嚭馃嚘馃嚨馃嚫 last edited by
@Natanox Could you explain this in a bit more detail? If you have time. I am thinking it could be a good subject over on the forum or as a Godot proposal/bug report.
If you keep it in your head, it will just stay there!
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njamster :godot:replied to dbat :godot: (Viva Ukraine) last edited by
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Natasha Nox 馃嚭馃嚘馃嚨馃嚫replied to njamster :godot: last edited by
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Jowanreplied to dbat :godot: (Viva Ukraine) last edited by
@dbat @Natanox Not sure what Nox was getting at, but the main stopper for proper HiDPI UI right now is Icons. Because godot cannot have adaptive SVG textures (they are always rendered to a fixed size) and the icon size is directly used to determine the size of many UI nodes you have to make icons at the exact resolution of your UI and when then increasing the UI-scale icons will look blurry.
This is supposed to be fixed eventually, but is not yet possible and requires complicated workarounds. -
@dbat @Natanox Some relevant links:
https://github.com/godotengine/godot/pull/86022Move away from texture-size based sizes of components and icons in default controls 路 godotengine godot-proposals 路 Discussion #9080
Move away from texture-size based sizes of components and icons in default controls
GitHub (github.com)
Potential to improve scaled UI appearance 路 Issue #762 路 MewPurPur/GodSVG
Godot's default rendering settings for fonts and icons is not the best for applications if they want to support HiDPI / UI Scaling. For fonts, I would recommend turning on Multichannel Signed Distance Fields for font rendering. Some font...
GitHub (github.com)
I've just recently tried to solve HiDPI scaling icons for material maker and the only proper solution right now is to basically re-implement ui scaling.
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@jowan @dbat Oh dear. That's not what I meant, but SVGs not being dynamically scaled is a huge problem indeed. From my limited understanding that means you'd need different presets of UI for different DPI levels (and potentially display ratios if you aim for mobile devices too).
What I originally thought were UI elements scaling dynamically (indeed thought about .svg) depending on DPI, or some way to apply "viewport stretch" mode to individual elements and manipulate its stretch factor or sth.
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Natasha Nox 馃嚭馃嚘馃嚨馃嚫replied to Natasha Nox 馃嚭馃嚘馃嚨馃嚫 last edited by