I find this as a failing, at least partially, of desktop monitors. Once the DPS is high enough you kind of stop caring about individual pixels. However most laptops and desktops out in the wild have screens which are 1080p at best. Nota bene: I'm talking globally, developed countries are doing better int his regard.
Wayland is actually pretty stable. Nvidia has problem with OpenGL in Xwayland (i.e. 3d accel for x11 apps), otherwise, it should work.
There are warts though, when using Wayland. When using scaling (doesn't have to be fractional, either), X11 apps are being upscaled, not downscaled, resulting in blurriness. Unfortunately, neither Firefox nor Chrome does support Wayland natively, and who wants to use their most used app on their computer in blurry mode?
Must admit I don't understand what Wayland is, or X server for that matter. Would someone mind explaining it, for someone a bit dull of mind as myself?
In short: X.org is a decade old display server that became the standard to display graphical window on the majority of Linux distribution. GNOME, KDE, XFCE and others are/were client to this display server.
Wayland is a new protocol where the window manager (ie GNOME, KDE,...) is responsible of directly managing the display. Each window manager must reimplement this protocol (or use a library already doing this work) which enable them to have more control over the windows.
Applications must also directly support Wayland like they did for X.org before (which was the default commonly used, so no problem) or the user just have XWayland installed on their computer to show X.org windows inside a Wayland WM but then the application may not display correctly (blur, artifcats,...)
It is perhaps worth noting that while X.org is about a decade old, it is an implementation of the X Window System protocol which dates back to the mid 80s.
Suffice to say, quite a lot has changed in computer graphics/interfaces since that time, and most modern *nix operating systems end up circumventing quite a lot of X to offer modern features. Thus X brings quite a lot of legacy debt to the table which can't be easily removed.
It doesn't play nice with OMTC, or 3d accel in general (see EGL bugs in bugzilla), and has problems with scaling and input. It is a work in progress, that's why it is disabled.
> It dosen't happen that way on windows. I had scaling set to 1.25 and got no issues anywhere.
You do get scaled (and hence somewhat blurry) icons if you do 1.25x on Windows as well. 1.5x usually works better, because icons scaled by that much tend to hit the next size tier that is often available prescaled to look good (16x16 -> 24x24, 32x24 -> 48x48).
If you do fractional scaling on a svg image, pixels will not align to the pixel grid and the image will look blury. You won't notice that on big svg images, but tiny ui icons will definitely look blurry.
There was even a (never implemented) proposal to allow svg files to handle this problem.
That's why svg icons are often designed using a 24x24 pixel grid, so you can scale them at 48X48 (x2), 72x72 (x3), 96x96 (x4) and they remain pixel perfect and crisp at those sizes.
If you have a 1366x768 screen why would you need DPI scaling? You shouldn't be affected by this issue at all if your resolution is below a certain threshold.
I use KDE with x1.3 scaling and it mostly works, but e.g. VirtualBox is unusable with scaling, pdf fonts in Okular look torn, some pixel maps scale poorly giving artefacts.
Still, I don't have better options: 13" FullHD doesn't play well with 2x scaling (and even 1.5x would usable, but too big for my taste).