I started down the path of having a “base” 1280x720 resolution, toggling on “High Dpi,” and then piece by piece scaling elements down. This is a bit of a hassle, especially once I got into nested GUI elements, and frankly I’d prefer to just think about my game in terms of a single high DPI like 2560x1440.
I’d set the camera to zoom and the GUI to fit, disable “High Dpi,” and then let Defold render at whatever the window’s actual resolution is. Then during development I’ll window.set_size(1280, 720)
for convenience.
Is there any reason not to do that? The presence of a “High Dpi” option makes me wonder if there’s some tradeoff that I’m missing here. For instance, I’m assuming that a game set to a resolution of 2000x1000, when running in a window of size 200x100, will only have a real canvas size of 200x100, will only rasterize onto a 200x100 bitmap surface, etc. But that may be a false assumption.
Cheers,
Hunter