Tested versions
NEEDS TESTING Tracked by GODOT
System information
Redot v26.2.alpha.1 (dde68ad) - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 25 Feb 2026 23:12:35 +0000 on Wayland - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 9070 XT (RADV GFX1201) - AMD Ryzen 7 9800X3D 8-Core Processor (16 threads) - 30.50 GiB memory
Issue description
Godot does not follow the system display scale, which can result in it being way too big or way too small on some screens.
Display Scaling setting in Godot seems to only be able to automatically set itself to integer scales and it seems to be global, as in, it does not adjust the scale according to different displays in multi-monitor setups.
Tracked here godotengine/godot#89257
Steps to reproduce
Run Godot with --display-driver wayland in a Wayland session
Depending on your display and scaling configuration, Godot's UI may or may not be too small or too big.
Minimal reproduction project (MRP)
N/A
Tested versions
NEEDS TESTING Tracked by GODOT
System information
Redot v26.2.alpha.1 (dde68ad) - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 25 Feb 2026 23:12:35 +0000 on Wayland - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 9070 XT (RADV GFX1201) - AMD Ryzen 7 9800X3D 8-Core Processor (16 threads) - 30.50 GiB memory
Issue description
Godot does not follow the system display scale, which can result in it being way too big or way too small on some screens.
Display Scaling setting in Godot seems to only be able to automatically set itself to integer scales and it seems to be global, as in, it does not adjust the scale according to different displays in multi-monitor setups.
Tracked here godotengine/godot#89257
Steps to reproduce
Run Godot with -
-display-driver waylandin a Wayland sessionDepending on your display and scaling configuration, Godot's UI may or may not be too small or too big.
Minimal reproduction project (MRP)
N/A