Quick answer: Set the canvas width/height attributes to the CSS size times devicePixelRatio, keep the CSS size fixed, and scale the drawing context to match.

A crisp-looking canvas in the editor turns fuzzy on a Retina laptop because its backing store has too few pixels. Multiplying the buffer size by devicePixelRatio and scaling the context restores sharp lines and text.

How to fix it

1. Size the backing store by DPR

Set canvas.width = cssWidth * devicePixelRatio and canvas.height = cssHeight * devicePixelRatio while keeping the CSS width/height fixed, so the buffer has enough real pixels for the display.

2. Scale the drawing context

After resizing, call ctx.scale(devicePixelRatio, devicePixelRatio) so your drawing coordinates stay in CSS pixels while the output renders at full device resolution.

3. Re-run on DPR changes

Recompute when the window moves between monitors or zoom changes by listening for the resize event and re-reading devicePixelRatio, since it is not constant across displays.

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 HTML5 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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.