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Fullscreen covers the display, so Resolution did nothing there, and any display setting change re-applied the windowed size and shrank the fullscreen window into a corner. Fullscreen now leaves the window size alone; a resolution shorter than the display renders the world camera into an image of that many rows at the window's aspect, which a present camera stretches over the window. The image's scale factor keeps the camera's logical size equal to the window's, so HUD projections of world points line up. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>