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Update hiDPI support documentation in Multiple resolutions
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@@ -75,7 +75,7 @@ screen sizes.
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.. note::
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On this page, *window* refers to the screen area allotted to your game
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by the system, while *viewport* refers to the root object (accessible
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by the system, while *viewport* refers to the root object (accessible
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from ``get_tree().root``) which the game controls to fill this screen area.
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This viewport is a :ref:`Window <class_Window>` instance. Recall from the
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:ref:`introduction <doc_viewports>` that *all* Window objects are viewports.
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@@ -481,18 +481,34 @@ Non-game application
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hiDPI support
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-------------
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By default, Godot projects aren't considered DPI-aware by the operating system.
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This is done to improve performance on low-end systems, since the operating
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system's DPI fallback scaling will be faster than letting the application scale
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itself (even when using the ``viewport`` stretch mode).
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By default, Godot projects are considered DPI-aware by the operating system.
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This is controlled by the **Display > Window > Dpi > Allow Hidpi** project setting,
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which should be left enabled whenever possible. Disabling DPI awareness can break
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fullscreen behavior on Windows.
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However, the OS-provided DPI fallback scaling doesn't play well with fullscreen
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mode. If you want crisp visuals on hiDPI displays or if project uses fullscreen,
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it's recommended to enable **Display > Window > Dpi > Allow Hidpi** in the
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Project Settings.
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Since Godot projects are DPI-aware, they may appear at a very small window size
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when launching on an hiDPI display (proportionally to the screen resolution).
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For a game, the most common way to work around this issue is to make them
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fullscreen by default. Alternatively, you could set the window size in an
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:ref:`autoload <doc_singletons_autoload>`'s ``_ready()`` function according to
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the screen size.
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**Allow Hidpi** is only effective on Windows and macOS. It's ignored on all
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other platforms.
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To ensure 2D elements don't appear too small on hiDPI displays:
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- For games, use the ``canvas_items`` or ``viewport`` stretch modes so that 2D
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elements are automatically resized according to the current window size.
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- For non-game applications, use the ``disabled`` stretch mode and set the
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stretch scale to a value corresponding to the display scale factor in an
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:ref:`autoload <doc_singletons_autoload>`'s ``_ready()`` function.
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The display scale factor is set in the operating system's settings and can be queried
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using :ref:`screen_get_scale<class_DisplayServer_method_screen_get_scale>`. This
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method is currently only implemented on macOS. On other operating systems, you
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will need to implement a method to guess the display scale factor based on the
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screen resolution (with a setting to let the user override this if needed). This
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is the approach currently used by the Godot editor.
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The **Allow Hidpi** setting is only effective on Windows and macOS. It's ignored
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on all other platforms.
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.. note::
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