I find this a problem in Ren'py, as I want to test my project at its native pixels, but Windows scaling forces it to be larger than it is. (This also has the effect of making the Windowed display setting always inactive, even when the game is windowed. This happens in fresh projects too.)
In regards to resolution stuff, I have the following code:
Code: Select all
# System Config
init -160 python hide:
def force_resolution(width, height):
return (1280, 720)
gui.init(1280, 720)
# Game window
config.adjust_view_size = force_resolution
config.use_drawable_resolution = False
- adjust_view_size I know forces the resolution. This does make the game ignore high resolution settings, but the window itself is still large, resulting in black empty space around the game. It also means full-screen is no longer full-screen.
- use_drawable_resolution is because at the higher resolutions, text would render as if the game was at native scale. It made text sharp, but it was sharp atop of blurry assets and the text would shift a few pixels between dialogue pauses. This makes it draw before the upscaling.
My machine is an 11" 1080p laptop, meaning I kind of have to be on 150% scale to see what's on my screen.
Here is a comparison of the screen sizes, note how the scanline effect is sharp only in the top image. (Bear in mind if you have a high-DPI screen, your browser may render this image slightly upscaled by default.)
https://i.imgur.com/8jBVdqE.jpg
Anyway - my issue is I want to be able to have Ren'py have more control over scaling settings, because this scaling makes it harder to tell if any visual issues might be my own doing or my OS. There is adjust_view_size, but it's imperfect.