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This is expected, as font oversampling does not take camera zoom into account by design. (It would be too slow otherwise.)
To have a font that renders crisply at any resolution without requiring oversampling, use a MSDF font. If not using a custom font, this can be done by enabling Default Font Multichannel Signed Distance Field in the advanced Project Settings. If using a custom font, this can be done by checking the Multichannel Signed Distance Field property in the Import dock after selecting a font file in the FileSystem dock, then clickin Reimport.
Godot version
v4.0.beta7.mono.official.0bb1e89fb
System information
Windows11 Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080
Issue description
Hi, My game asset is design for 640x480, But I don't want set viewport to 640x480. I want use 1920x1080 as viewport size and use camera2d zoom to fit
This is my project setting:
Camera2d is child node of player node, and set camera2d zoom to 3
the text in richtextlabel in player will look like:
But if set ProjectSetting Display/Window/Stretch/Scale to 3, and set camera2d zoom to 1:
It seems normal
Steps to reproduce
Pls look uploaded project
Minimal reproduction project
TestCamera2d.zip
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