One thing that springs to mind is associating sampler state to textures or elements, allowing one to selectively request nearest sampling instead. Does that pay for itself?
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Higher resolution font, BUT we should be able to rasterize the default pixelley font at double size and then it won't be blurry at least. It's not done in the demo at the moment but if you call Fonts->AddFontDefault() with ImFontConfig with size = 13*scale + no Oversample
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..that'll do it normally. Will be tackling DPI friendliness more seriously soon (those of tricky stuff to handle for multi-viewport) and at least the demo should behave better aka not showing this blurry font on hi-dpi
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Cool! Hope you don’t think I was subtweeting you, btw; I didn’t @ you because I feel like I’ve already taken up a lot of your time this week

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Don’t hesitate! I’m happy to help solving problems (the dpi one is fairly embarrassing at this point)
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I would try a higher resolution font first as it’s the simplest option — and unlikely to have any measurable effect on performance.
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