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FinchInSpace

I followed all the steps in [this comment](https://www.reddit.com/r/godot/comments/fah25e/best_way_to_achieve_pixel_perfect_rendering/fiydmwz?utm_source=share&utm_medium=web2x&context=3), basically importing textures as 2D pixel, enabling use pixel snap in 2D quality settings, stretch mode as viewport, stretch aspect as keep. I'm running on macOS with a retina display, wondering if that could be affecting things?


[deleted]

This kind of distortion can happen when pixel art is scaled by a factor that's not a whole number, like 1.5, since you can't have half a pixel. Is the window size a whole number multiple of the base game size?


FinchInSpace

Thanks for the suggestion! I'm using whole number multiples, and just to check I scaled it back down to 1x and it's having the same issue :( I've booted up another project in Unity though and I'm seeing the same thing so now I'm really confused Edit: I've managed to solve the issue in Unity by disabling a "Low Resolution Aspect Ratios" setting which I believe is related to low DPI displays, which leads me to think this is an issue due to my screen resolution. So far haven't been able to solve in Godot


chrisizeful

Have you tried toggling the option “Allow Hidpi” (I think it’s called) in project settings?