diff --git a/tutorials/rendering/multiple_resolutions.rst b/tutorials/rendering/multiple_resolutions.rst index 72b116d0662..8535705ebfd 100644 --- a/tutorials/rendering/multiple_resolutions.rst +++ b/tutorials/rendering/multiple_resolutions.rst @@ -20,14 +20,11 @@ Nowadays, this is no longer the case, as there are plenty of different screen sizes, densities, and aspect ratios. Non-conventional sizes are also becoming increasingly popular, such as ultrawide displays. -For 3D games, there is not much of a need to support multiple resolutions (from -the aesthetic point of view). The 3D geometry will just fill the screen based on -the field of view, disregarding the aspect ratio. The main reason one may want -to support this, in this case, is for *performance* reasons (running in lower -resolution to increase frames per second). - -For 2D and game UIs, this is a different matter, as art needs to be created -using specific pixel sizes in software such as Photoshop, GIMP or Krita. +For 3D rendering, there is not much of a need to support multiple resolutions. +Thanks to its vector-based nature, 3D geometry will just fill the screen based +on the viewport size. For 2D and game UIs, this is a different matter, +as art needs to be created using specific pixel sizes in software such +as Photoshop, GIMP or Krita. Since layouts, aspect ratios, resolutions, and pixel densities can change so much, it is no longer possible to design UIs for every specific screen. @@ -122,6 +119,14 @@ most flexible way to deal with the problem, it can be a lot of work, code and guessing, so Godot provides a set of parameters in the project settings to handle multiple resolutions. +.. tip:: + + To render 3D at a lower resolution than 2D elements (without needing + separate viewports), you can use Godot's + :ref:`resolution scaling ` support. This is a good way + to improve performance significantly in GPU-bottlenecked scenarios. + This works with any stretch mode and stretch aspect combination. + Stretch settings ---------------- @@ -373,6 +378,9 @@ Desktop game - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios). - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu. +- For 3D games, consider exposing :ref:`doc_resolution_scaling` in the game's options menu + to allow players to adjust the 3D rendering resolution separately from UI elements. + This is useful for performance tuning, especially on lower-end hardware. **Pixel art:**