@Ekamu said:
Ok, I added a toogle for fullscreen, you can press enter "ui_accept" to toogle fullscreen. I also used 480x270 as the resolution.
Oh, I didn't realize that Windows doesn't have a way to full-screen any application. Good to know! But yes, explicitly going full-screen with an exact integer divisor of the screen dimensions should be resolving any distortion.
Note that the "2.1" in the URL is the Godot version, while you are presumably using the latest stable? In which case you want the stable release "Importing images" documentation page, with details hopefully better-matching your version of Godot.
That said, your import settings for the cube image are already set to generate a texture without mipmaps or a smooth rescale filter, which is how you want it for pixel art.
Try this: set widow size height and width to 240x135 then window size "test width" and "test height" to 960x540. That should give you a window in which the contents will be scaled up by the same amount as running at 480x270 fullscreen. Then compare side-by side how your graphics look versus zooming in 4x on your cube graphic in your image viewer/editor of choice. I think you'll find that they look identical.