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Game developers are still falling into this trap? I thought they'd stopped it sometime after the turn of the century. I remember the original Unreal and Deus Ex being prime offenders.
It's not hard to solve, either, and there's a couple of ways to do it:
1. Use textured camera-aligned polygons to keep the text at a certain proportion of the screen size. Valve does this with the HUDs in their Source engine games, keeping edges sharp with a shader which remaps the alpha range, much like clearing up an image in an image editor with the Levels tool.
2. Use vector graphics for the text and specify the size as a proportion of the screen size.
I take the point, and I'm not expecting a lot to happen in terms of the rest of the graphics, but font size and increased cursor size didn't be difficult, and I'd argue should be prioritised from a purely ethical standpoint too
It's freaking font scaling. One of the easiest things you could ever possibly implement in a game. So that's a bit unrealistic, thank you.