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Godot whole editor looks blurrier [ 4.6 dev 5 ]

Open SilverWolveGames opened this issue 1 month ago • 7 comments

Tested versions

I've encountered this issue in Godot 4.6 dev 5 only, after the API has been changed to Direct3D 12. It is not present in Godot 4.6 dev 4 , nor 4.5.1

System information (Fixed)

Godot v4.6.dev5.mono - Windows 10 (build 19045) - Multi-window, 2 monitors - Direct3D 12 (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 32.0.15.8157) - AMD Ryzen 7 5800X 8-Core Processor (16 threads) - 31.94 GiB memory

Issue description

The whole Godot 4.6dev5 editor looks blurry. At first I thought it was my eyes that mislead me, but after comparing this with the Godot 4.6dev4 editor, it appeared that it was an engine issue.

Image

Steps to reproduce

Create a simple project in Godot 4.6 dev 5. Create a script and type some code inside. Do the same Godot in 4.6dev4. Compare both visuals.

Minimal reproduction project (MRP)

No MRP needed.

SilverWolveGames avatar Dec 05 '25 16:12 SilverWolveGames

This doesn't seem related to the d3d12 change as you are using Vulkan according to the system details

AThousandShips avatar Dec 05 '25 16:12 AThousandShips

This doesn't seem related to the d3d12 change as you are using Vulkan according to the system details

But output says D3D12 12_0

arkology avatar Dec 05 '25 19:12 arkology

You're right, did not see that in the screenshot, the system details did though, so good to get that clear

AThousandShips avatar Dec 05 '25 19:12 AThousandShips

Your system specs mention 2 monitors, this might be relevant with different resolutions or DPI scaling. Could you share the monitor resolution and DPI scaling you're using for either monitor, and which scaling ratio is used by Godot itself? And most importantly which of your two monitors do you see the blurry rendering on (if not both).

akien-mga avatar Dec 05 '25 19:12 akien-mga

  • Main monitor specs : 2560 x 1440, DPI of 125% (recommanded is 100%)
  • Secondary monitor specs : 1920 x 1080, DPI of 100% (recommanded)

As for Godot, the display scale is set to Auto, and the custom scale is the default one (1.0) for both versions. On my secondary screen, both are blurry, but on the primary one, the Godot 4.6dev-4 version looks crisp and precise. It's not the case with the 4.6dev-5

And I made a big mistake. The system info that I've pasted comes from Godot 4.6dev4. Sorry. I'll fix it right now. Well spotted @AThousandShips 👍!

A closer look :

Image

SilverWolveGames avatar Dec 05 '25 22:12 SilverWolveGames

@SilverWolveGames Do you have a sharpening filter turned on in your NVidia control panel by any chance?

clayjohn avatar Dec 06 '25 03:12 clayjohn

No I haven't. But I forgot to precise that this happens only when the editor is in fullscreen mode. And fun fact, I've just installed the latest version of Godot, the 4.6 dev-6 which use the Vulkan API by default and guess what. The editor blurry aspect is gone ! Take a look at that :

Image

Godot 4.6dev4 and 4.6dev6 look the same, as they're using the same API.

SilverWolveGames avatar Dec 06 '25 10:12 SilverWolveGames