godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Changing display scaling messes up visual shader node sizes & positions #95098

Open eobet opened 1 month ago

eobet commented 1 month ago

Tested versions

4.3 rc2

System information

Godot v4.3.rc2 - Nobara Linux 40 (GNOME Edition) - Wayland - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU - 11th Gen Intel(R) Core(TM) i7-11370H @ 3.30GHz (8 Threads)

Issue description

Does "prefer wayland" handle display scaling differently? With and without wayland has very different sizes on text and such at least, but most of all nodes.

Here is my visual shader with 200% display scaling without "prefer wayland": Screenshot from 2024-08-03 16-42-10

Here is my visual shader with 200% display scaling with "prefer wayland": Screenshot from 2024-08-03 16-47-34

Steps to reproduce

Just toggle the "prefer wayland" setting with a display scaling of 200% in Gnome.

Minimal reproduction project (MRP)

N/A

AThousandShips commented 1 month ago

Likely GraphEdit related

CC @Geometror

Calinou commented 1 month ago

Does this occur on 4.2.2 or prior?

If so, I fear there might not be a way to resolve this issue without breaking the layout with existing shaders that were authored at a scale factor other than 100%.