Imported HD Images Are Pixelated At Runtime

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:bust_in_silhouette: Asked By scrubswithnosleeves

Godot 3.2.2 Stable on macOS with Intel UHD Graphics 630

Hey All,

I am using HD art assets in my game (rather than pixel art) for the first time and am having some issues. My assets look fine in the editor but become pixelated at run time. I have my window size in project settings set to 1920x1080, and I made my assets at 3840x2160 in Adobe Illustrator Draw. (the top left image is at 72ppi and the lower image was drawn at 460ppi, no difference). The files are imported with the default import settings, filter on, Mipmaps off, etc… I am using sprite nodes and scaling them down to 0.5, 0.5 in the transform property.

I know this is probably just a basic question that goes beyond Godot, but I don’t know what else to do, I have spent hours trying to figure this out and I don’t know what I am missing.
Here is an image of my output: enter image description here

Thanks in advance for any help!

:bust_in_silhouette: Reply From: Ruinz

Hi @scrubwithnosleeves,

First you have to select the image you want to upload in the Filesystem tab.
Next, you will have to go to the Import tab(which in my case is right next to the Scene tab)
Once, you are in the Import, you will see the name of the image which has to be uploaded. Underneath it, you will see Import as: select whatever type you want(Texture, Bitmap, Image, Texture 3d, TextureArray or Texture Atlas.) Right next to it is preset, there you will choose 2d (not 2d pixel). Then Reimport

If the problem persists, then maybe you don’t have the latest version of OpenGl, or maybe your driver isn’t compatible with it.

I began importing with Mipmaps on which mostly resolved the issue, but doing this as well definitely improved the image quality a lil more. Thanks for the reply.

scrubswithnosleeves | 2020-10-10 20:53