There has been several reports of this, but using Phaser 3.3.0 my game is still blurred on higher DPI devices, even after setting resolution to resolution: window.devicePixelRatio (or higher).
I'm using SVG assets and loading them as such. This is also the case for Text objects.
There was discussion about Text objects having resolution prop of their own, but it is permanently set to 1, and even after changing it in the source code, it does nothing.
Still an issue in 3.4.0
This issue still exists in 3.6.0. Any update as to any one else found a way to fix this issue
If it鈥檚 still open, it hasn鈥檛 been fixed yet. This issue won鈥檛 be done until the new scale manager is complete.
@photonstorm If so please let us know when can we expect the new ScaleManager
This issue is currently blocked pending development of the Scale Manager, which will begin during the month of May 2018. It will be updated once it has been tested against the new Scale Manager.
Thanks for all your PRs and contributions towards getting it started sooner, they were really helpful. 馃槖
Text now works with resolution > 1. Resolution can be configured on a per-Text object basis. This is now in master branch.
SVGs are rendered to textures upon loading, the size of which is controlled by the SVG file itself. They render at the same size the SVG file specifies. If you need them to be crisper, make the export dimensions bigger in the files themselves.
@photonstorm . Text is now crispy . Looks great. Thanks 馃憤
Thank you for submitting this issue. We have fixed this and the fix has been pushed to the master branch. It will be part of the next release. If you get time to build and test it for yourself we would appreciate that.