The title of the Valve SIGGRAPH 2007 paper on signed distance fields (SDF) is important to pay attention to: "Improved Alpha-Tested Magnification of Vector Textures"...
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I see a lot of use of SDF when it's either insufficient (e.g. detailed small text) or overkill (e.g. text rendered at a fixed size). Remember: SDF is not "how you render text on GPU". It's just improved alpha-tested magnification.
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I used to be able to pick out a UE4 game just by seeing the way the text is rendered. Now everyone uses SDFs for basically everything, though. (Ex: TextMesh Pro.) Everything looked like it was ~98% opaque. Just slightly ghostly... even though it wasn't. Was really weird.
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It drives me crazy when people use SDF when rendering text at a fixed size. There's no point in SDF then! Just use a prerendered bitmap!
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I've actually used SDF to do outlined text before, even when not upscaling
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