godotengine / godotengine/godot

Changing display scaling messes up visual shader node sizes & positions

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#95,098 2 comments 0 reactions 0 assignees View on GitHub
bug topic:editor topic:gui
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C++
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Description

### 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](https://github.com/user-attachments/assets/3af03e01-14b9-4c9b-abde-85850134446e)

Here is my visual shader with 200% display scaling with "prefer wayland":
![Screenshot from 2024-08-03 16-47-34](https://github.com/user-attachments/assets/dc916fcf-5592-41e3-9047-4a6c76d6fdda)

### Steps to reproduce

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

### Minimal reproduction project (MRP)

N/A

Contributor guide

Open the contributing guide

Assessment

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