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Disabling pixel blur during full screen? [SOLVED]

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Disabling pixel blur during full screen? [SOLVED]
  • Original author: sketchycosmos
  • Original date: December 13, 2020
  • Source thread: https://forums.rpgmakerweb.com/threads/disabling-pixel-blur-during-full-screen-solved.130917/
  • Source forum path: Game Development Engines > RPG Maker MZ Support

Summary

Hey everyone! This thread has been incredibly helpful, so I would like to sort of hijack this post to make a little tutorial for people that find themselves in the same predicament I was in! This tutorial will be written as if you're entirely brand new to the software, so hopefully you'll be able to easily follow along no matter your skill level! This tutorial is for people that wish for their games made in RPG Maker MZ to be fullscreened, and therefor need a way to disable the blur...

Archived First Post

Hey everyone! This thread has been incredibly helpful, so I would like to sort of hijack this post to make a little tutorial for people that find themselves in the same predicament I was in! This tutorial will be written as if you're entirely brand new to the software, so hopefully you'll be able to easily follow along no matter your skill level!

This tutorial is for people that wish for their games made in RPG Maker MZ to be fullscreened, and therefor need a way to disable the blur that comes inherently with the process of upscaling such a (presumably) tiny window.

What you need:
  • VizuStella MZ Core - As well as all kinds of additional features, This plugin contains a setting that will allow sprites to be rendered sharply (for those familiar with image manipulation, it would essentially set the aliasing to "nearest-neighbor"), which of course is exactly what you want in a game full of pixel art! The download is for an entire sample scene, which contains not only the core but also a few other plug-ins that you might take interest in that I won't go into detail with here.
  • That's it!
What to do:

Now that you have the sample scene downloaded, why not give it a playtest? It's always nice to get familiar with the tools at your disposal. Don't worry, I'll wait!

Are you ready to continue? Awesome! Open up that project folder and find those plugins you want to use in your game (should be under ...\VisuMZ_Sample_Game_Project\js\plugins) and drop them into the same folder of your own project!
PbhcJvj.png

But of course, the plugins aren't automatically activated just because we put those files in the folder, so let's open up the Plugin Manager.
LWyYq1T.png
Go ahead and double-click one of those rows and another window will appear.
2TOYt9I.png
In the top-left you'll see the word "name," and directly below it, a button! Click it, and yet another window will appear.
s49BBMM.png
Now listen up because this part is important! Always make sure that the "core" plugin is at the top of the list of activated plugins when you're working with plugin packs like VisuStella MZ. Just so we're clear, that's the list you saw when you first opened the Plugin Manager. It's usually okay to have unrelated plugins above the core, but do so at your own discretion. In the case of this pack, you'll notice that the names have numbers on them. That will help you determine the order it should be within the list. The higher the number, the lower in the list it should go!
Now then, since this is the plugin we need for this tutorial, go ahead and select "VisuMZ_0_CoreEngine" and click OK! The window will close, and you'll notice the previous window is looking a bit different.
gy3PBi3.png
For the sake of this tutorial, let's not worry about any of this new stuff except for one thing: the Quality of Life settings. You'll find that bad boy just under "Parameters" in the top right. Once you find it, double-click that sucker!
lJAnBe7.png
Not quite so intimidating, right? Go ahead and scroll all the way down to the bottom, and look for a line that says "Pixel Image Rendering". Much like his father before him, so too shall this button suffer the fate of ferocious double-clicking.
FSRYsQA.png
Oh man... I actually have no idea what to do here. There's so many options to choose from... You might have to figure this part out on your own...

After all that nonsense (mostly of my own creation), make sure you click OK on each of the plugin-related windows and you'll be done! Easy right? Feel free to repeat these steps for any of the other plugins you picked out! Once you're done, your Plugin Manager window might look a little like this!
UIoKKGp.png
Give your game a playtest and hit F4 to fullscreen! If it's still blurry, it might be due to one of two possibilities:
  1. Make sure your window is a resolution of some kind of multiple of 2. If it isn't, the pixels are gonna scale all funky and nobody wants that. Two resolutions that I like are 640x360 and 960x540, both of which are 16:9 so it fills my 1920x1080 monitor nicely!
  2. Similarly, make sure your character sprite resolution is a multiple of 2 as well! The built in Character Generator automatically builds the characters with a resolution of 48x48 so this point might seem like a no-brainer, but if you're like me and you're making your own sprites from scratch, it might be pretty easy to goof up the resolution. I myself accidentally had the resolution set as 45x45 which obviously isn't ideal.
And that's that! I hope you liked this tutorial and/or saved you from the same painful stints of Google searching I did trying to figure out how to do all this junk. If you did, be sure to like, comment and subscribe! You can do that here, right? No?

Hm.

You know what? Here you go.
6Z3dnVv.png

It doesn't do anything, but I mean, it's there I guess. That's gotta count for something, right?

So here's the deal. I wanna make it so when I fullscreen my game, the program doesn't automatically add blur to the edges of the pixels from the upscaling. I've found several different threads about this but they're all for MV and below which of course isn't quite what I need. If anyone has any advice on how to solve this problem, please let me know!

Here's a visual example of what I'm talking about.

PS I'm very new to posting to forums in general so I apologize if I did something incorrectly with this post!

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