Nearest-neighbor filtering can keep a sprite sharp while its pixels still look uneven. A one-pixel line may become three display pixels wide in one place and four in another. The image is crisp, but its grid no longer has a consistent rhythm.
For a deliberately low-resolution 2D game, choose an internal canvas size, enlarge it by a whole-number factor, and accept unused space when the window does not fit that grid. Filtering and scaling solve related but different problems.
Godot's multiple-resolutions documentation explains its stretch modes and integer scaling option. The arithmetic here helps you choose the underlying resolution before changing settings at random.
Two decisions sit between the sprite and the screen
Filtering decides how a texture is sampled. Linear filtering blends neighboring texels, which can soften a small pixel-art sprite. Nearest sampling chooses a texel without that blend.
Scaling decides where source pixels land in the output grid. If each so
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