[Wayland] Fractional scaling is rounded up when using Auto UI Scale

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
34/100
Issue type
Bug
Clarity
Mostly clear
Activity status
Stale
Tech stack
cpp, linux
Domain
desktop

Research direction

Start by reading the linked Godot issue 89257 and reproduce the behavior with --display-driver wayland in a Wayland session using Auto UI Scale. Done means fractional scaling follows the system display scale rather than rounding up, including when displays have different scaling configurations.

Written by the indexing model from the issue text.

Description

needs testing
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 https://github.com/godotengine/godot/issues/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

Dominant language
C++
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Avg merge
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Merged PRs (30d)
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Getting set up

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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