[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
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
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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Getting set up
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First steps
- Read the whole issue, then the project's contributing guide.
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- Open a pull request that references the issue number.
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