Whether I use Linear or Nearest filter, or with the stretch mode set as viewport, canvas or default, I've noticed there are always these shimmers of distortion in the images where the object moves over a row or column of pixels that are not scaled evenly with the others. The best result I've gotten to work is to use viewport, nearest filter, and round the player's position and this will work generally better for low-resolution pixel-perfect games. But in all other instances I can see this scaling distortion. Is there something I am doing wrong to cause this? I tried it in a new project and I am getting the same results.
#2D Scaling in my project doesn't seem right
3 messages · Page 1 of 1 (latest)
I'm working on a pixel perfect game atm. Have you enabled Project Settings > Rendering > 2D > Snap 2D Transforms / Vertices to Pixel?
Thanks for the reply, yeah I tried that and it does snap perfectly within the game world, but the output seemed to be snapping to these incorrect dimensions no matter how I resize the window. The only thing which looks closer to the correct resolution is choosing a multiple of 1080p, it fixes a lot of the issues but it's still not quite right, and I don't remember having to do this in Godot 3.5.