Subviewport stretch to full screen

Godot Version

4.7.1

Question

As editing Full Code for Rick O'Shea Released to fit to Portal Ranger( my little adaptation of RPG), I’m came across this viewport sizing issue.

Short Demonstration:

I had look inside the addons and found the game-rick-o-shea/addons/dragonforge_display/display.gd at main · dragonforge-dev/game-rick-o-shea · GitHub is responsible for scaling, resolutions array, getting DisplayServer.

What could I do to resolve this issue of not stretching to full size of screen?

Settings for Subviewport

Subviewport Container

From all the tests I tried, it looks like it works only in windows mode changing the viewport size in runtime.

On Mac looks I should just use MetalFX scaling and set default 4K and instead of resolution change just change value between 0.3333 and 1.0 to get desired resolutions by scale not size set.

Why do you have a sub viewport for the entire game? Couldn’t this run just as well without the subviewport?

It was ready made by @dragonforge-dev in addons, my only guess is to smoother transitions between scenes?

Game itself is simple enough, so I suppose it could.

I’ll try to isolate logic depending on subviewports to confirm this.( in addons)

It looks only dependency was Title background which was easily replaced by opening splash screen.

But I still experience same issue of resolution not resized to full screen.

Not sure what mac os does with their full screen mode, typically you can either set the window size or be in fullscreen, not both. Picking a “fullscreen” resolution out of a list is generally not good practice anymore, if you want to render fewer pixels you can set get_window().scaling_3d_scale to a lower value such as 0.5.

On Mac it worked on titles likes Cyberpunk (MetalFX Temporal ) but even there I noticed the Metal HUD and SystemInfo still see primarily UI resolution (1080p) and Monitor resolution(4K) , and it’s scaled accordingly to that.

So only thing from to make sense then would be make list of scale values with FSR sharpness instead of traditional resolution.