Resolution Scale vs. Editor Zoom: Trade‑off for UI Readability and Viewport Space
0 reputation · 11 Oct 2024, 20:17 UTC
Accessibility vs. Viewport Trade‑off in Blender
The goal is to make interface text readable for users with low vision while keeping enough drawable area in the 3D Viewport for modeling.
Blender’s Resolution Scale enlarges the entire interface, including the viewport, which improves legibility but proportionally shrinks the workspace; leaving the scale at its default and relying on editor zoom, sidebar toggles, or full‑screen shortcuts preserves viewport real estate but leaves dense panels and small labels hard to read. No documented setting exists to scale window chrome, sidebars, and the canvas independently, so users must pick one global value or combine manual adjustments, and HiDPI/DPI handling can change the effective size across operating systems and displays.
Which approach—raising the global Resolution Scale or using per‑editor zoom and UI toggles—offers better readability without excessively sacrificing viewport space? How does HiDPI‑aware scaling affect the outcome of each method on different platforms?