Writing a solid UI scaling engine is difficult! I should know, I helped write one.While I would love to have proper scaling support for the older games I doubt it is going to happen; it would likely require rewriting entire UI code to support it.
I recently got a 4k monitor and spent some time experimenting things. I found the results mostly acceptable when using either 1.5 scaling in-game (and 100% scaling in Windows or disabled Windows scaling for Stellaris) or 150% scaling in Windows. I also got slight improvement when I enabled AMD's Radeon Image Sharpening 2. For now I left it at 100, but that might change when I play Stellaris more again.
I also tried with Lossless Scaling software to use integer scaling (as GPU drivers support it only for exclusive fullscreen applications and I love to alt-tab when playing stellaris so that was not an option), but the results were quite disapointing.
... and now I somehow managed to break Stellaris entirely in way that Windows forcibly rearranges windows, Stellaris gets minimized and can't bring it to front at all. Need to figure out what happened and try again later.
Scaling issues for Stellaris and older games probably warrants entirely separate thread rather than mixing it with beta talk.
You basically need a dynamic layout engine, rules to ensure regions always end on integer borders (like lines), and to decide if at 1.5x scaling do your lines stay 1 pixel thick or go to 2 pixel thick? (when does that happen?), and ditto for whitespace (does a 1 pixel gap become 2 pixels earlier than a 1 pixel line)?
1.5x often you'll want 1 pixel thick lines (2 looks really bold) but sometimes 2 pixels of whitespace instead of 1 is an upgrade. And you can't just scale everything to integers or some lines get rounded thicker and some thinner - the scaling has to happen in the UI layout engine, and know (either via hard-coding or via dynamic data) how the sub-components scale.
The OS itself is going to be hopeless at scaling stuff at anything besides integer multiples - 1x, 2x, 3x etc - and most people end up wanting 1.25x to 1.5xish.
Post-processing "image sharpening" always breaks my brain, as I can see it and its bugs.
If they don't want to do a full layout engine rewrite, they could create 1.2 and 1.5 scale versions of the UI manually, then scale them up, giving you 1.0x (1), 1.2x (1), 1.5x (1), 2.0x (2), 2.4x (2), 3.0x (3), 3.6x (3), 4.0x (4), 4.5x (3), 4.8x (4), 5.0x (5) [...] zoom modes (number in brackets is how thick a "1 pixel border line" is).
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