Set HiDPI=false in Godot project settings#939
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I can't verify this, if you feel this is an overall improvement and doesn't break anything else, feel free to merge this. It's a small enough change to track anyway |
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Looking at the build output binary of a local OpenCiv3 Mac build with an without As such, with this patch, I believe Godot itself does the scaling at runtime. While this fix doesn't work in the expected way, it does work - the Godot has additional scaling settings we can explore another time. These include the scaling mode and integer scaling vs fractional scaling - the configuration after this patch is the best one of the ones I tried. Also worth noting that more recent versions of Godot change the scaling defaults, so we may be forced to revisit this in the future as we upgrade Godot versions. I'll be adding references to this PR and the reported issue on this new wiki page: https://github.com/C7-Game/OpenCiv3/wiki/MacOS-Support |
I picked up a second hand 2022 MacBook Air the other day. The laptop boasts a high-DPI "Liquid Retina" display: "13.6-inch (diagonal) LED-backlit display with IPS technology; 2560x1664 native resolution at 224 pixels per inch"
OpenCiv3's Godot project settings for displays default to high-DPI being enabled, which when debugging in Godot (via Rider) results in a tiny game window, as the pixels render in true size. Setting high-DPI off gives a more useful game window, as Godot will scale things up in a reasonable way. (There are additional scaling settings to tweak, but just this one change is a big help.)
I suspect this fixes #876 and possibly #868 as well, though confirming this would require a release build or more testing with different hardware. My guess is that this flag will determine the
NSHighResolutionCapableflag on Mac builds -- see workaround #876 (comment) -- but to confirm I'll first have to figure out how Mac builds work.Before
Compare Rider's menu text and OpenCiv3 status box text sizes.

After