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Comunicar un error de traducción
Then increase/decrease your view port by 20% (hbor, or whatever)
2. Create a second view that uses your correct full screen functions and swap between them, requires less customization, but there's the potential problem that returning to windowed might keep the smaller size and it might not be compatible if you are already using multiple views.
GM treats full screen swtiching and scaled ports kind of weird.
I've set up a project to let views scale down a 1080 area to a 720, mostly to make Windowed mode more than a funny joke for anyone without a 4K monitor, because it turns out not everyone is rich or whatever. For the most part, this works pretty well.
The catch comes in how it behaves when the screen is changed; upon the first entry into full screen, you'll likely get a 1080 window regardless of how things have been set up. That said, going back into and out of full screen sets things up properly at the res specified by the user.
I'm not sure why it does it, and actions taken against it don't seem to really accomplish anything. I'm changing both the view's port and the canvas surface size, and manually setting the window size to try and counter the weird behavior, albeit to no avail.
My point is, if you're having a similar experience, it might just be GM having a weirdly specific quirk, or maybe we're both just completely doing it wrong.