Half-resolution on MBP Retina.
EXPECTED
The game should run in full resolution on MacBook Pro Retina (2880x1800 for fullscreen on 15").
OBSERVED
The game runs in half resolution: each pixel is displayed as 2x2 physical pixels. This affects both fullscreen and windowed modes. So the fullscreen resolution is 1440x900 on MBP 15.
I only play in fullscreen, so as a workaround I tried to force the correct resolution in options.txt (fullscreen:true, overrideWidth:2880, overrideHeight:1800) but it had no effect.
Options file attached. Log file doesn't seem to contain anything relevant so I didn't attach it.
Environment
OS X 10.8.5
Java 1.6.0_51
Linked Issues
is duplicated by6
Created Issue:
Half-resolution on MBP Retina.
EXPECTED
The game should run in full resolution on MacBook Pro Retina (2880x1800 for fullscreen on 15").OBSERVED
The game runs in half resolution: each pixel is displayed as 2x2 physical pixels. This affects both fullscreen and windowed modes. So the fullscreen resolution is 1440x900 on MBP 15.I only play in fullscreen, so as a workaround I tried to force the correct resolution in options.txt (fullscreen:true, overrideWidth:2880, overrideHeight:1800) but it had no effect.
Options file attached. Log file doesn't seem to contain anything relevant so I didn't attach it.
Environment
OS X 10.8.5
Java 1.6.0_51
- Unresolved
- Open
- Unconfirmed
- client graphic_settings rendering resolution retina
- 1.6.4 13w38c
relates to
Is this still a concern in the latest Minecraft version 14w08a? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
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Can you test this with Snapshot 14w02c since there LWJGL 1.9.1 is used ? (See the last few comments in MC-32327)
Minecraft does not render the world (blocks, the black lines around blocks I am looking at, and so on) at the full native resolution of my screen. It is instead rendering at the scaled, pixel-doubled resolution that non-Retina-aware apps are told about on a Retina OS X system.
I suspect that the problem is that LWJGL is not being started up in "High DPI Mode" as described in <http://wiki.lwjgl.org/wiki/Using_High_DPI_Mode>. By default, OpenGL contexts on OS X render in the scaled-resolution mode unless the appropriate OS calls are made to put them in native resolution mode.
I would like you to render Minecraft in High DPI mode, so that the full native panel resolution is used, and to do the appropriate scaling of mouse input positions as described in the article to make it work correctly.
This is probably related to MC-44739, and basically a confirmation of MC-32327 affecting the current version.
I have the same issue on nearly the same computer (one year older so 2.4GHz vs 2.6). I also posted a comment on MC-32327 with more information.
The screen resolution issue is due to Minecraft now using the retina MacBook's resolution (see MC-32327). Just curious, did you use a custom size resolution? (System Preferences --> Display --> Resolution).
Also, you're using a different version of Java in the screenshots than what is reported in the environment tab.
Works as intended, due to the fix for MC-32327.
Edit: shouldn't be WAI, instead Invalid due to modified launcher
There is no bug here. Like I said in the first post, the game runs at the full resolution of the display due to the fix for MC-32327.
Can confirm changed performance characteristics in the last few months (1.13)
What does the resolution say in Debug mode (f3, or Fn+f3 for me on my rMBP)?
Since bug MC-32327 was fixed, I've had to abandon Windowed mode or Mac-Native full screen and use Minecraft's full screen mode as a workaround, set to a reasonable resolution (1280x800 is fine for me on a 13" screen) **https://bugs.mojang.com/browse/mc-32327
This is because when windowed or in Mac full screen mode, java is now drawing the 3d world at native retina resolution (2560x1600) rather than a lower resolution (1280x800) scaled up, which punishes my late 2013 laptop. (its 4x the pixels!)
MC's fullscreen mode is not a solution for me, it is a workaround. My machine needs to change resolution any time i go from game to the host OS which I have always done since i got onboard around the time of 1.2.x, and i can no longer run windowed without performance degradation combined with the laptop heating up excessively.
Overall issue description: The OpenGL render resolution on macOS is not set correctly. 30% too many pixels are rendered on my device specifically. This affects all versions, and all macOS Java users. It goes without saying this is a big issue.
Big-picture explanation of cause: The issue is caused by some confusion over the way macOS specifies its resolution, and misinformed fixes to earlier bugs. Multiple bug reports have been made by this already, but are also misinformed and incorrectly closed.
Detailed explanation:
There are two resolution definitions that needs to be specified to understand the issue.
Firstly there is the true screen resolution. This is obviously what the game should render at, as do other games supporting macOS. It is the resolution graphics APIs use, etc. It is the resolution that does no scaling, it 1:1 maps data to display pixels. My native resolution, the resolution the screen is rendered at, the resolution OpenGL and whatnot have in a full screen window, and the resolution displayed by macOS under About > Displays, is 3072x1920. This is not scaled in any way, make no mistake, macOS renders its system at this resolution without scaling, just as other operating systems like Windows do. This computer also runs Windows natively, which it does so at 3072x1920.
Secondly, there is the apparent resolution. This started because of Apple's retina displays, and means pretty much nothing anymore. Today, in display settings, you can enable 'scaled'. Scaling to 'default' (which doesn't scale at all) says 'looks like 1792x1120' which I'll call here the 'apparent retina resolution'. This is a relic, supposedly to do with DPI; there is no other place you can even see this resolution, it means nothing. Again, macOS renders at the display resolution, just like Windows does, which is for me 3072x1920. No OS issues anywhere.
The game renders at 3584x2240 on my system. This is exactly double the apparent resolution of 1792x1120. This is 30% more pixels than the screen resolution of 3072x1920.
Why does the game render at double the apparent retina resolution?
There used to be an issue that the game rendered at the apparent retina resolution instead of the true screen resolution, probably because of the method used to ask the system for resolution. This would obviously be an issue because the apparent retina resolution is tiny, so the game would dramatically upscale. See MC-32327. In this report, the issue was not clearly understood in the title: they thought the resolution was half. Similarly, the 'fix' was poor: the resolution was doubled. This is why the game renders at double the apparent retina resolution.
So the fundamental issue becomes clear: Minecraft uses double the retina resolution instead the true screen resolution. In MC-127339 (earlier issue) mod Matthew said that macOS lies about its resolution and that somehow what they (Mojang) do now is right. This is plain fiction, there are no OS issues, as discussed. The apparent retina resolution means nothing, and no graphics APIs uses it to base their resolution off of it, and certainly no game should use it to base their resolution off of. A long time ago, the true resolution was approximately double the apparent retina resolution on most machines, so the issue wasn't a big deal. Another way to put it, 30% extra pixels used to be closer to 0% extra pixels.
The fix: The game must currently ask the system for its resolution in some bizarre way that returns the retina resolution instead of the true resolution, and then you double that to 'fix' it. Then it renders this wrong resolution and scales it to fit the (smaller) screen. This is not an Apple issue. Windowing APIs (WGL and whatnot) plain don't have this issue, that's why 20 year old games on macOS do it right and Minecraft doesn't.
This is a recreation of MC-255560, a screenshot was taken in a modded version there, but this does not affect the issue.
This is a better description of MC-156077.
Overall issue description: The OpenGL render resolution on macOS is not set correctly. 30% too many pixels are rendered on my device specifically. This affects all versions, and all macOS Java users. It goes without saying this is a big issue.
Big-picture explanation of cause: The issue is caused by some confusion over the way macOS specifies its resolution, and misinformed fixes to earlier bugs. Multiple bug reports have been made by this already, but are also misinformed and incorrectly closed.
Detailed explanation:
There are two resolution definitions that needs to be specified to understand the issue.
Firstly there is the true screen resolution. This is obviously what the game should render at, as do other games supporting macOS. It is the resolution graphics APIs use, etc. It is the resolution that does no scaling, it 1:1 maps data to display pixels. My native resolution, the resolution the screen is rendered at, the resolution OpenGL and whatnot have in a full screen window, and the resolution displayed by macOS under About > Displays, is 3072x1920. This is not scaled in any way, make no mistake, macOS renders its system at this resolution without scaling, just as other operating systems like Windows do. This computer also runs Windows natively, which it does so at 3072x1920.
Secondly, there is the apparent resolution. This started because of Apple's retina displays, and means pretty much nothing anymore. Today, in display settings, you can enable 'scaled'. Scaling to 'default' (which doesn't scale at all) says 'looks like 1792x1120' which I'll call here the 'apparent retina resolution'. This is a relic, supposedly to do with DPI; there is no other place you can even see this resolution, it means nothing. Again, macOS renders at the display resolution, just like Windows does, which is for me 3072x1920. No OS issues anywhere.
The game renders at 3584x2240 on my system. This is exactly double the apparent resolution of 1792x1120. This is 30% more pixels than the screen resolution of 3072x1920.
Why does the game render at double the apparent retina resolution?
There used to be an issue that the game rendered at the apparent retina resolution instead of the true screen resolution, probably because of the method used to ask the system for resolution. This would obviously be an issue because the apparent retina resolution is tiny, so the game would dramatically upscale. See MC-32327. In this report, the issue was not clearly understood in the title: they thought the resolution was half. Similarly, the 'fix' was poor: the resolution was doubled. This is why the game renders at double the apparent retina resolution.
So the fundamental issue becomes clear: Minecraft uses double the retina resolution instead the true screen resolution. In MC-127339 (earlier issue) mod Matthew said that macOS lies about its resolution and that somehow what they (Mojang) do now is right. This is plain fiction, there are no OS issues, as discussed. The apparent retina resolution means nothing, and no graphics APIs uses it to base their resolution off of it, and certainly no game should use it to base their resolution off of. A long time ago, the true resolution was approximately double the apparent retina resolution on most machines, so the issue wasn't a big deal. Another way to put it, 30% extra pixels used to be closer to 0% extra pixels.
The fix: The game must currently ask the system for its resolution in some bizarre way that returns the retina resolution instead of the true resolution, and then you double that to 'fix' it. Then it renders this wrong resolution and scales it to fit the (smaller) screen. This is not an Apple issue. Windowing APIs (WGL and whatnot) plain don't have this issue, that's why 20 year old games on macOS do it right and Minecraft doesn't.

Issue is specific to Mac due to Apple, not Mojang, and it requires an hack to make it the full resolution. So not an issue to Minecraft. If I was a mod, I would close this as invalid.
Yes, it is of course only specific to MBP (though I heard the new iMacs and MBA will be Retina too).
But other games usually offer a choice to use full-resolution mode in fullscreen, even older games that cannot be aware of Retina. If I understand correctly, these games request a list of all possible video modes from the system. Minecraft looks like it doesn't do so, it uses the fullscreen video mode of what it perceives as a desktop resolution (which OS X reports as 1440x900 for compatibility with older apps), but NOT what it percieves as a maximum video mode supported by the system (which is 2880x1800).
So, there are two possible solutions:
1) Use maximum supported fullscreen resolution mode instead of perceived desktop resolution.
or
2) As a workaround, permit the user to force desired video mode through options.txt (or even better, in Video Settings menu).
The second option is maybe preferable because it can be used for other purposes: e.g. when a user wishes to play fullscreen but his system is too old/slow to let him be comfortable with his desktop resolution, so he may wish to use reduced resolution for fullscreen video mode.
If you haven't read it, Apple made it two by two pixel, or DPI 200 percent, which has an effect of quartering its resolution to 1440 X 900. If apple didn't do this, you could barely read the screen. Since it requires hacking the OS system itself, it wouldn't work without that.
No we actually use a hack to select the half-sized resolution because the full-one is not available as a DisplayMode through LWJGL.
Is this still a concern in the current Minecraft version 1.7.4 / Launcher version 1.3.7 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
With the release of LWJGL 1.9.1 in December 2nd they've implemented proper retina support. http://lwjgl.org/forum/index.php/topic,5084.0.html This is a link that talks about it. It should now be possible to write Minecraft around retina. Namely, make the gui not see retina mode, but the rest of the game (the 3D part, so not the overlay or the HUD) see it as double the resolution and output properly. I'd love to see this in either a version 1.7.5 or version 1.8. Perhaps also add an option to turn retina on and off in the graphics settings for performance reasons, because all the extra pixels could definitely slow the computer down. This is especially relevant because Windows 8 is also going to support Retina/HiDPI modes and LWJGL will probably add the capability to turn that on soon too.
Can someone test this with Snapshot 14w02c since there LWJGL 1.9.1 is used ?
Since it looks like no one has responded in a long time I guess I will, I too experience this bug and it is quite frustrating. I have a late 2013 13inch rMBP running OS X 10.10.2 and java 1.6.0_65. The actual resolution of my display is 2560x1600 but fullscreen minecraft only runs at 1280x800, one half the length and width, or one quarter the total pixals (1,024,000 vs 4,096,000).
I got the latest launcher (1.6.11) and tested every single release (except for just one alpha and beta version) there is, the most recent being 1.8.2-pre6 and the issue occurs on every one of them.
Like someone has previously said many games allow you to manually enter your resolution, but I don't believe minecraft does (and changing the resolution you start the game at in launcher does NOT fix it).
One interesting thing to note is that when you let minecraft go to full screen by going into options the minecraft menus are blurry like the rest of the game. But when I tell the app to expand to full screen by clicking the little green button at the top of the window, the text appears twice as sharp (presumably full resolution) even though the rest of the game is still stays at half. The only way this make sense to me is if that my OS recognized the text on the menus as actual "text", then it would tell it to render twice as sharp as what it tells minecraft the displays resolution is, like it does on nearly all other applications.
I'm sorry for the lengthy comment but hopefully this helps
Ok so I've been looking around a lot and I have found two ways to work around the half-resolution bug. One is to get a app (I used SetResX) for the computer which makes everything (including the ui) run at the resolution of the display, not HiDPI mode. The other is actually by using the optifine mod for Minecraft, all you have to do is go into video / other settings and change the fullscreen option from default to what ever your screen resolution is (for me 2560x1600), how I've overlooked this option for a year is beyond me but at least I found it now. I tested optifine versions 1.7.10 HD_U_A4 and B1, 1.8.1 HD_U_B2 and C7, and 1.8.3 HD_U_A3 (latest) and it worked with all of them. Performance wise the app has slightly better fps than optifine when running the high resolution. On my testing world I got 40-55fps the optifine way, 45-65fps with the app, and 70-95fps with the default half-res (all test had optifine installed, but only the optifine way changed the res in the mod).
I found out the optifine thing just a few hours ago, I still can't figure out how I've missed it, but why I'm sharing this is that if someone could implement this thing with optifine into vanilla minecraft then this issue would be resolved. I don't know how to do it, I'm not developer, but I'm sure someone could figure out.
Affects 1.9.3-pre3.
Apparently this hasn't been mentioned in the thread, but the JVM flag `-Dorg.lwjgl.opengl.Display.enableHighDPI=true` WILL trigger correct behavior from LWJGL, including correct mouse movement, but the existing hack causes this: http://puu.sh/pk9Xo/1423a37f55.png.
@Xor Boole Yeah, the issue is that Mojang hasn't activated that variable and then adjusted the code to handle the change properly.
Affects 1.10.
Fixed in 17w43b.
The fix for this issue has caused issue for me.
This resulted in minecraft using the native screen resolution on my old Retina Macbook Pro instead of the faked half resolution. while this suits those who have computers with enough performance, I preferred and still prefer the lower resolution scaled up, as this was a lighter load on my computer.
since 1.13 any gaming i do on my laptop has it heating up considerably and the fan going crazy. f3 shows a much higher resolution than it used to for a given window size compared to 1.12
This fix may suit those who desire the native resolution but until finding this 'fix', the performance degradation was really jarring and confusing to me. How many more people (children!) would be playing on 'retina' macs and for no apparent reason having performance and battery life severely reduced??
request : add option to enable old behavior, ie '2x pixel scaling', within minecraft game itself
screenshot from a near-full screen window when version was prior to 1.13. a 1.13+ screenshot has those numbers doubled.