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Bad font quality when downscalling #30729
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This is expected when downscaling an image that doesn't use mipmaps. You can enable mipmaps to improve the interpolation quality, but it will then look blurry. There's no way to solve this when downscaling by a non-integer factor – you will run into the same issue when downscaling an image in GIMP, for instance. Font oversampling is a "global" property which is meant to render fonts at an higher (or lower) resolution depending on the window size. It has no effect on scaled controls. As a workaround, create a separate font resource with a smaller size, and avoid scaling the Control. (Scaling a control for animation purposes is fine, just make sure to enable Filter on the font then.) |
Thank you @Calinou . Can you please tell me if there is a way to prevent just the font from being scaled? Images seem to be scaled nicely so far. I'm trying to create a UI for multiple resolutions without having to recreate the graphics and so far only fonts don't render nice when downscaled. |
Just set up GUI anchors correctly, and use the Scaling control nodes is mainly useful for animation purposes; you should avoid doing it otherwise. |
See #30643 Note that i've not seen a case in which mipmapping a font resource did anything. |
Although my knowledge about mipmap goes as far as what @Calinou explained, i also haven't seen any difference when enabling mipmap.
EDIT: Well, not realy a duplicate because #30643 suggests that This can be reopened (or not, you decide). |
I'm also running into this issue with Godot 3.5 Specifically running a 1920x1080 game at 1366x768 Ironically images with text downscale better, than a TTF font! |
In 4.0, this is fixed when using MSDF fonts, although very small text will remain hard to read as MSDF doesn't use hinting. Can you take screenshots of the text in 1920×1080 and 1366×768 respectively? Did you scale Control nodes (which should be avoided except for animation purposes)? Also, please upload a minimal reproduction project. |
@Zireael07 thanks, moved my comments there |
Godot version:
3.2 Dev
OS/device including version:
Windows 10
Issue description:


Scale= 1:
Scale = 0.7:
As seen in the picture, fonts look bad when downscalling.
Also strech mode doesn't seem to make any diffrence:

EDIT: Use Mipmaps and use Filter does seem to improve it but i think it looks little blurry.

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