Screen resolution/viewport settings: 1x scale, but why is viewport... zoomed in?

Godot Version

Godot Engine v4.3.stable.official.77dcf97d8 - https://godotengine.org
OpenGL API 3.3.0 Core Profile Context 24.10.1.241007 - Compatibility - Using Device: ATI Technologies Inc. - AMD Radeon RX 6700 X

(Also happening on Godot v4.2)

1920 x 1080 Screen.

Question

Am not yet at the thinking about multiple screen resolution and scaling, just playing around with godot so far and somethings bugs me out. I don’t know if it’s a bug or something I’ve been missing.

A simple experience: i create a viewport of 300x300. Windowed, Stretch disabled, Scale 1, and so on: everything is set by default.

Now I create a simple main scene and i put a single red dot in the middle. Nothing else.

What i expect by running the project is a 300x300 pixels window showing up on my screen with the red dot at the middle. right?

Well, here is the result:

As you can see, the red dot is not at the center at all, it is at the upper left corner. I actually only have 150x150 window pixels, pixels which looks like stretch two times. As if the viewport zoomed in.

I tried several things to fix that. I found two ways:
set the Stretch Scale by 0.5 in Project settings->Display Window.

Set Window width override and height override to two times the size of viewport.

Changing Stretching mode and Aspect never solved the issue.

Is that a bug?

I did tried with different screen monitor with the same result.

I also tried a few of godot demo GitHub - godotengine/godot-demo-projects: Demonstration and Template Projects and the scaling is set to x1 and the screen resolution/viewport has no issue. Therefore, i conclude that this is only happening when creating my own project. So i guess there is a setting i must have overlooked, but I can’t find what it is.

Does someone has any idea where it is coming from? Why is it doing this?

Can you make sure how big the window dimensions are when it runs? For example, you can use the ruler in Microsoft PowerToys.
In addition, please share your scene tree structure.

I got a perfect 300x300 pixels.
The red dot is 0.5 scaled, the issue is not the window dimensions has i initially thoughts.

The issue is very stupid and was coming from my draw function:

func _draw():
	draw_circle(position,5,Color.RED,true,1,false)

Fixed by doing this insead:

func _draw():
	draw_circle(Vector2(0,0),5,Color.RED,true,1,false)

Well, i guess you always make stupid mistakes when starting out.

Thank you for the help!