Run Current Scene in 640x360 resolution

I am creating assets for a game that I intend to run on fairly low resolutions by default, and I want to see how things would actually look on my 1920x1080 monitor at a 640x360 resolution. But I am at a loss at how to set the screen resolution when I create a new project and run the current scene.

The display resolution in the Project Settings only seems to define the size of the window. If I switch to full screen, everything is rendered at 1920x1080 again. The scale slider seems to only apply to 2D scenes and appears to do nothing.

How can I see how the 3D scene would look if rendered at resolutions lower than my monitor resolution?

In the project settings you need to set your stretch mode, see:

Viewport should work well.

I am in viewport mode with Aspect set to keep.

But that doesn’t seem to do anything. When I change the size of the window, 1 pixel in the window stays 1 pixel on the monitor.

According to the documentation, you should set aspect to “Expand”

That also makes no difference.

The image remains as sharp as ever.

Sorry I misunderstood your question, I missed the 3D bit. As per the documentation:

To render 3D at a lower resolution than 2D elements (without needing separate viewports), you can use Godot’s 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.

If I’m not misunderstanding your issue, I think you can use this option too while executing the game:

The project is set to use the default resolution of 1152x648, but with this option on, when I put it to fullscreen the viewport expands instead of staying the default resolution.

So the game’s internal resolution is still 1152x648, but it expands to fullscreen allowing you to see how it would look like in lower resolution. If you want to test 800x400, you can go to Project>Project Settings>General>Display>Window, change the width and height, execute the game and go fullscreen.

This is what I wanted to do. It applies only to the editor and doesn’t work when I run the scene, but this provides what I need.

Thanks.