⬅ writing

Low Res Graphics with Voxels 🧊

Check out the source code. If you do, make sure to use the latest Godot 4 version!


In this blog post we will recreate this look in godot: low resolution scene

Game Scene

The base game scene we are working with, looks like this: high resolution scene

It can be anything you want really - I chose to build a basic boat on water. ⛵️🌊

Important to note though - set your stretch mode to viewport: project settings - stretch mode to viewport

Scene Setup

Our "container scene" basically just holds both our UI and our Game: node setup in the contain

The whole trick is setting the TextureRect texture to a new ViewportTexture and when it asks you to select a Subviewport, you pick the SubviewPort that contains your main gameplay scene from before.

node setup in the contain

Beta bugs?

Because I've found some buggy behaviour when attaching the ViewportTexture to GameTextureRect - and that's how it's supposed to be - you can set the texture at runtime as a workaround. The error only occurs when the texture is set in the editor. This way we don't set it, but let gdscript take care of it for us:

# attach this script to the GameTextureRect
extends TextureRect

@onready var game_viewport = $GameViewport

# Called when the node enters the scene tree for the first time.
func _ready():
    texture = game_viewport.get_texture() as ViewportTexture

I'll keep an eye on the issue, as this should only be a beta-workaround.

Do whatever you want

Now the TextureRect-Node needs two properties. First, we set it's Layout -> Anchors Preset to Full Rect. And also, we need to set the Texture -> Filter to Nearest Mipmap!

After we can resize our game's resolution however we like:

ViewPort Scaling

The TextureRect will scale it to fit our window dimensions, and produce a "pixelated" look!

Basically it makes our 1920x1080 game render through a 240x135 lense.


The main reason why you would use a SubViewport, is because of the ability to have your whole UI on a separate layer. You can also set the Viewport Width/Height to a small size and use Window Width/Height Override to make the actual window bigger - it will achieve the same look, but it will also upscale your UI and make it very hard to work with. Especially once you end up needing to make your font_size = 2px. 🤔