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Change the default editor font to look better on small displays #3764
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The default editor font in As for shipping more fonts with the editor by default, I think this would bloat the editor binary size for no notable gain. Most people wanting to tinker with fonts have local font collections installed already, so there's no point in duplicating those fonts with potentially outdated versions. Not everyone has a fast unlimited connection, so we should be careful as to keep the editor binary size as low as possible. |
Is that your native resolution? It's very hard to tell the difference at this scale, both seem to be equally blurry and unreadable. But my guess is that bold font makes it look more noticeably blurry in your case. I'm not sure there is much we can do here, there is just not a lot of pixels to work with. You may benefit from a special font there. |
Yeah :(but like i say there's compression), and no, both are not equally blurry and illegible, the font in 4.0 is thicker |
While there is discussion going on about the font, the boldness made it less legible for me too. |
Well, good that I'm not the only one. It should be noted that I am in 1024x600 and I think it should also be a problem for 720p (something more normal). And I really think it looks less professional as well as less readable. |
I also do not see fair that for a certain number of users going from 3.x to 4.0 is a decline compared to reading. As @Calinou said that it is unfair to make users with low internet quality have to download the fonts, those same users are the ones with poor resolutions. Personally I live in one of the countries that is worse on the internet so I have the right to speak with properly. |
You can always use editor UI scaling to make it more legible. If those screenshots are at one to one scale, that's practically unusable in either version of the engine, compression or not. If you don't want to change the scale, then using a font that is designed for small resolutions is your only other option. You may also want to disable font antialiasing in the settings, and play around with hinting. |
That is not a real solution, simply enlarging the font only makes the editor go off the screen in some cases apart from everything looking inessentially big. Not believing me will not solve anything, as soon as I have time I will show the complete captures and without compression. Also I must say that it is more than obvious how thick the font is in 4.0. And it's not my fault that you can't see the difference when it's more than obvious (Without mentioning that both have compression), especially if you work with her for hours. |
At no point did I say that the font in 4.0 is not bold. I know that it is bold. In fact I stated that it is bold in my first reply here, and suggested that that's the likely cause of your problem in 4.0. My point is, that in your screenshots the text is blurry even in 3.4, even with a normal font. Bold font only increases the effect that is already present on your setup. To counter it you can disable the font antialiasing. Your GPU drivers can also have a feature to increase sharpening that may help. You have options. There is nothing there to prove, I can already see your problem in both 3.4 and 4.0. We are definitely not going to revert the bold fonts as they make user experience better for most. And there is a strong incentive to not include multiple fonts packaged with the editor, namely because you can set any font you want yourself. I don't use the default fonts for example, I prefer IBM Plex for the main editor font. And so I suggest ways in which you can mitigate the problem for yourself. It's up to you to take the advise or not. 🤷 |
This is likely because Godot 4.0 renders DynamicFonts with filtering enabled by default, whereas Godot 3.x rendered them with filtering disabled by default. In situations where they don't line up on the pixel grid perfectly, this will cause them to look more blurry. Solutions would be to disable filtering on DynamicFonts by default, or enable 2D vertex and transform snapping in the editor. PS: On small displays (1366×768 and smaller), the editor will automatically use 75% editor scale instead of 100% to remain usable. |
Deactivating it does not solve anything, it looks even worse, if it were not something annoying I would not comment on it |
I know that this configuration helps, but even so in some moments it can come off, I do not expect them to fix that, I know it is difficult |
If you say Godot can detect resolution and do something about scaling, maybe they should also make DynamicFonts turn off at low resolutions, in case that's the issue |
This is not about disabling DynamicFonts. The issue you're reporting here seems to be a consequence of the Vulkan renderer using linear filtering by default (which affects things like godotengine/godot#45081). I would say it's more of a bug than a feature request, so it may be better to report this on the main Godot repository instead of here. |
The demo projects repository is unrelated to the main Godot repository. |
oh, my fault, i thought its a problem not related to some current version |
I was thinking about this again recently. When the editor scale is set below 100% and the font hinting mode is Auto, it might be worth using Normal font hinting instead of Light hinting (or None on macOS). This usually makes for sharper font rendering (at the cost of less smooth glyph appearance, but you probably care more about readability at small text sizes). |
I think the new spacing presets works well to address this proposal's concern, although it doesn't automatically change the font size (as this may be undesired on laptops, where the default font size can already be quite small). |
Describe the project you are working on
Nothing important.
Describe the problem or limitation you are having in your project
For low resolutions the new font for 4.0 can be quite unreadable compared to 3.x, and downloading fonts to test it and adding it can be quite cumbersome.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Have at least 3 or 4 font options (which may have already been considered before but ended up being discarded [including 3.x]) from which to choose at ease, just as with themes.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
N/A
If this enhancement will not be used often, can it be worked around with a few lines of script?
No
Is there a reason why this should be core and not an add-on in the asset library?
It could be, but it's not the best at all.
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