Text Labels currently, especially for when used on surface guis on physical objects, have their text size linked to the pixel density. Not only is this incredibly frustrating when trying to adjust pixel density without wanting the text size to change, but it also means that larger text is forced to use a lower resolution, making larger text appear exponentially low-quality.
I am requesting that not only text size is decoupled from pixel density of surface guis, but that developers also have control over the resolution of surface guis. As Roblox now supports QHD and above for the image resolution of uploaded images, their built-in text options should also be capable of matching these resolutions to improve the quality of Roblox games without requiring potentially millions of images being uploaded and streamed to clients just to make text have a reasonable resolution on large parts.
Roblox should also consider the physical size of a part for surface guis and text labels. As part size is increased, the resolution will need to also be increased to maintain the same relative pixel density. Think of how a 27" 1080p monitor will not have the same pixel density as a 72" 1080p screen, the same applies to physical parts.
Here is an example:
Note how the small text below appears much smoother than the text above, despite pixel density for both surface guis being as high as it can be to ensure the text label occupies the intended amount of space on the parts surface.
A private message is associated with this bug report
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This is a feature request, not a bug report
I completely disagree. I do not believe that it is intentional for the pixel density to affect the text size, the text size should be coupled to the surface gui size.
The increase of the resolution cap is arguably a feature request though, but I am unable to post there because of the weird way devforums insists on restricting access based on how active users are on this website (developers have a job to do, they dont have time to sit around typing on a platform designed for discussing improvements to Roblox and RobloxStudio rather than casual talk)
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What is the bug here? How scaling works for TextLabels or how they render due to the Pixel density?
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I. The font takes up a certain number of pixels.
II. Less pixel density means the pixels will be larger
III. Larger pixels means larger text because the amount of pixels the text takes up will not change.
IV. You can make the text take up more or less pixels by changing the text size
Both.
TextLabels size should not its pixel density. To clarify, when the pixel density of a surface gui is changed, it should NOT change the size of the text label, and only its resolution. However, current behaviour is that the text will decrease in size when pixel density is increased.
Not only does this reduce the possible true pixel density of text labels (noticeable with larger text), it also limits the resolution of larger text labels, which is extremely noticeable.
(I understand this may instead be a limitation of the engine and not a bug with studio itself, but I wasn’t sure which category to put it in.)