Best way to create a pixelated camera?

Godot Version

Godot 4

Question

Hi, I’m new to Godot and I’m wondering the best way to create a pixelated playstation-esque camera. My games window is 960x720 but I want my cameras resolution to be 320x240
I found a method with viewports but the camera just draws a grey screen when I run my game. Is there a better method or could I be doing something wrong?

Its easy to be doing something wrong your first time working with subviewports. Are you sure you’ve properly positioned the child node within view of the viewport’s window?

1 Like

Have you added a camera to the scene? I usually attach a camera to the player, even if just for initial testing.

i got the same project running in Github. 3DO
It’s working with the layout of Godot. It’s a MeshInstance2d in a Node2D. Node 2D is also the parent of the subviewport. The subviewport contains the 3D node. However I can probably create instances and change 3D scene if I like. And, end them to free up memory. The meshinstance2d has a subview port texture. This is how I learned to create subview textures.
It’s really easy from there the internal viewport size is set smaller than the screensize. It makes the subviewport stretch. The next thing is to keep my optimal screen ratio
My scenes and codes are 3D. The main scene just happens to be either a Node or Node2D. It makes no difference for Godot.


I had my camera structured underneath a viewport, which was underneath a subviewportcontrol
I figured out with some tinkering that it was drawing grey because it was intersecting with a box I had (which wasnt grey) and when I moved this whole box down, I could actually see the game

thank you for the help!