Quick answer: Set Stretch Mode to canvas_items or viewport with Keep aspect, enable integer scaling, and use nearest filtering on your textures.
Crisp pixel art turns to mush at fullscreen when the stretch settings interpolate between pixels. Choosing the right stretch mode and forcing integer scaling restores the clean look on any monitor.
How to fix it
1. Choose the right stretch mode
In Project Settings under Display > Window > Stretch, set Mode to canvas_items or viewport and Aspect to keep so the game scales as a whole rather than per-pixel.
2. Force integer scaling
Enable Scale Mode = integer (Godot 4) so the framebuffer only scales by whole multiples, which eliminates the uneven pixel sizes that cause shimmering on non-integer scales.
3. Use nearest filtering
Set the texture filter to Nearest on sprites and the default texture filter in Project Settings so scaling samples hard pixels instead of blending them into a blur.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.