Godot version: 4.6
OS: Windows 11 Pro
I am running into what appears to be a DPI scaling issue with the Godot 4.6 editor on Windows when using a mixed-DPI dual monitor setup.
Monitor setup
- Primary monitor: 2560x1440, 240 Hz, Windows scaling set to 100%
- Secondary monitor: 3840x2160, 60 Hz, Windows scaling set to 150%
Observed behavior
When launching Godot, the editor opens on the primary monitor. The UI and text look correct and sharp there, which is expected.
However, when I drag the Godot editor window to the secondary 4K monitor, the entire UI becomes blurry. Text readability in particular is noticeably degraded. The editor remains usable, but the visual quality is poor and uncomfortable to work with.
This looks like Windows bitmap scaling rather than native DPI-aware rendering.
Expected behavior
Most modern Windows applications dynamically adjust DPI scaling when moved between monitors with different scaling factors. In those applications, UI and text remain sharp regardless of which monitor the window is on.
I would expect the Godot editor to behave similarly, or at least provide an option to handle per-monitor DPI changes correctly.
Things I have tried
-
Setting the editor to open on the 4K monitor by default
This works only if the editor never leaves that monitor. Moving it back to the primary monitor then causes scaling issues in the opposite direction. -
Windows compatibility settings on the Godot executable:
- Override high DPI scaling behavior set to Application
This makes the editor sharp on both monitors, but causes incorrect window chrome sizing. The title bar becomes too small and the window decorations look wrong. - Override set to System or System (Enhanced)
No visible effect.
- Override high DPI scaling behavior set to Application
Based on this behavior, it seems that Godot is System DPI aware on Windows, but not Per-Monitor DPI aware. The editor appears to read DPI only at startup and does not react to DPI changes when moved between monitors, so Windows falls back to bitmap scaling.
Question
Is this a known limitation of the Godot editor on Windows?
If so:
- Is there any recommended workaround besides matching DPI scaling across all monitors?
- Are there any plans to support per-monitor DPI awareness in future 4.x releases?
If I am misunderstanding how DPI scaling is handled in Godot, I would appreciate clarification.
Thank you for your time, and thanks to everyone working on Godot.



