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Set HiDPI=false in Godot project settings#939

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Set HiDPI=false in Godot project settings#939
ajhalme wants to merge 1 commit into
C7-Game:Developmentfrom
ajhalme:mac-scale

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@ajhalme ajhalme commented May 30, 2026

I picked up a second hand 2022 MacBook Air the other day. The laptop boasts a high-DPI "Liquid Retina" display: "13.6-inch (diagonal) LED-backlit display with IPS technology; 2560x1664 native resolution at 224 pixels per inch"

OpenCiv3's Godot project settings for displays default to high-DPI being enabled, which when debugging in Godot (via Rider) results in a tiny game window, as the pixels render in true size. Setting high-DPI off gives a more useful game window, as Godot will scale things up in a reasonable way. (There are additional scaling settings to tweak, but just this one change is a big help.)

I suspect this fixes #876 and possibly #868 as well, though confirming this would require a release build or more testing with different hardware. My guess is that this flag will determine the NSHighResolutionCapable flag on Mac builds -- see workaround #876 (comment) -- but to confirm I'll first have to figure out how Mac builds work.

Before

Compare Rider's menu text and OpenCiv3 status box text sizes.
Screenshot 2026-05-30 at 01 13 30

After

Screenshot 2026-05-30 at 00 52 54

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When in full-screen mode, each component does not fit properly[Mac M1]

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