Thanks, that’s a really useful observation. It sounds like the picture is only sharp when the canvas size is an exact multiple of the game’s internal size, and your 125 % screen scaling makes that hard to hit. Could you run this in the browser console (F12) once at the default size and once in fullscreen, and post both results? [devicePixelRatio, innerWidth+'x'+innerHeight, document.querySelector('canvas').width+'x'+document.querySelector('canvas').height].join(' | ') That tells me whether the canvas isn’t updating or the browser is stretching it. I’m working on a fix for the next update.