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Question by JETom · Dec 13, 2018 at 12:44 PM · webglresolutionscreendisplaydefinition

WebGL build has degraded resolution on zoomed-in browsers or systems

I am trying to solve an issue that was observed with the WebGL build I am working on, where UI and 3D elements looked blurry on 4K displays, while they appeared alright by opening the app in a browser page on my 1080p monitor.

After making a basic test scene I got the following screenshots of the scene running in fullscreen for my 1080p monitor and for a 2160p monitor.

1080p screenshot

1080p monitor, application says its current resolution is 1920x1080 pixels

2160p screenshot

2160p monitor, application says its current resolution is 1536x864 pixels

What I have finally found out is that 2160p is the “scaled-up” version of 864p, by a factor of 250%, which corresponds to the Windows settings used by default to fit buttons, text and applications to a more readable size on smaller and denser screens.

In fact, changing that settings to 100% allows the application to finally run correctly in 2160p, however I obviously cannot ask every user to change their system settings whenever they use my application.

What are the options to deal with this issue? Is it based on settings within Unity? Or is it due to missing parameters in the HTML file holding the application?

Notes: This applies on any browser I have tested (Chrome, Firefox and Edge) and also with MacOSX. By the way, this issue doesn’t occur with PC builds. The latest version tested with the issue is 2018.2.18f1.

montage-2160p.png (146.6 kB)
montage-1080p.png (118.9 kB)
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