- Edited
I'm working on a platformer/metroidvania-lite that I've currently set at a default resolution of 720p. This is not intended to be a 'crunchy' fast-paced retro pixel-based game using pre-animated sprites, as I'll be animating cutouts in the AnimationPlayer using HD artwork. However, I will be using tile sets for my platforms, and the viewport is fixed - each area is a single screen. It might make use of some particles, shaders and transparency stuff, as well as some subtle WorldEnvironment blurring/bloom.
However, my character is quite small, and even at that resolution the detail is poor. I'm aiming for it to be played on desktop systems - hopefully the full triumvirate of Windows, Mac and Linux - so I'm thinking of upping the default resolution to 1080p.
Do you think this might have serious performance implications?
Does Godot only internally render at the default resolution, or will it adjust rendering to lower resolutions in fullscreen if, for example, someone's screen is smaller than 1080p (or they set the desktop resolution lower to get better performance)?
I guess I'm also concerned about performance on HiDPI 'Retina' style monitors that are 4K+.
FYI, I'm creating it using my M1-based Mac mini attached to a non-Apple 4K display, and only have a crappy old PC to test it on (Athlon II X4 640 with 8Gb DDR3 and GT 1030).