Godot Version
v4.5.1.stable.mono.official [f62fdbde1]
Question
I have the following settings enabled in the project:
- Stretch mode: viewport
- Stretch aspect: keep_width
- Stretch scale mode: integer
They are enabled for the sake of pixel art graphics, to prevent stretching and distortion.
The problem I have is that 320x180 and it’s multipliers are perfect since they will fit perfectly to every common 16:9 resolution. But in my case 320x180 doesn’t show enough and player will have issues navigating the game world, and 640x360 is a little too big, nothing awful, but I think player might have issues with precise platforming.
The only resolution in between is 480x270. But the issue is that it doesn’t scale to HD or 1440p, meaning game will find nearest acceptable resolution below the target, and leave black frame. Is there anything that can be done about it? If not I will just settle with 640x360 and make sure visuals are clear enough to make sure players can play the game without issues.