Godot version:
3.2.beta2 and all before that :)
OS/device including version:
Windows and MacOS
Issue description:
Texts in the editor are rendered super pixelated but in-game normal.
I am making a game with a resolution of 320*90.
So I think, the font is rendered good if the zoom is set to 100% but is not rerendered if I zoom closer in. This makes the positioning of elements very time-consuming.
Steps to reproduce:
Add a Label and zoom in.
The upper image is from editor, the lower from in-game.

The DynamicFont oversampling factor is global, which means it can't be set on a per-font basis. We'd need this to be able to oversample the font when zooming in and out.
As a workaround, you can increase your project's base resolution. If you need to run it at a lower resolution for testing purposes, you can change Test Width and Test Height in the Project Settings.
This makes the positioning of elements very time-consuming.
No it doesn't
@girng Please only comment if you have something constructive to say.
The DynamicFont oversampling factor is global, which means it can't be set on a per-font basis.
Is this still the case today ?
We'd need this to be able to oversample the font when zooming in and out.
Is this implemented / implementable ? I wouldn鈥檛 really know where to start
Is this still the case today ?
Yes.
Is this implemented / implementable ? I wouldn鈥檛 really know where to start
This will require per-font oversampling factors to be implementable. Unfortunately, this is probably not trivial to add. Not to mention that re-rasterizing the font every time you zoom may negatively affect performance, especially at higher zoom levels.
Most helpful comment
@girng Please only comment if you have something constructive to say.