We won’t (aren’t allowed to) release public versions because of:
Drawn Text (e.g. in a Canvas, or a custom Control, or even Xojo’s own Code Editor) is looking “blurry” and “not good readable” on non HiDPI Monitors (compared to the “better-readable” GDI/Cleartype-rendering that is being used up until 2016r3).
Feedback reports for this issue: feedback://showreport?report_id=51337 - Update text rendering method on Windows feedback://showreport?report_id=53004 - Please use Native text rendering with cleartype on the DrawString Graphics Object on Windows
Now that redraw/flicker/speed issues are marked as solved, the overall look and feel it is also important. App look bad, RALLY bad on some monitors (that include Xojo IDE). Some text is great in the native controls, but, text on lists and every custom control look bad, and in some cases, causes fatigue on users.
I think it is criticall to be able to release an app with a decent UI.
And just to be clear: that includes Xojo’s “built-in” custom Controls, such as ListBox. So not even Xojo’s own Controls have a consistent Text rendering.
From our experience: it’s the non HiDPI Monitors (which probably > 85% of our customers are using). And you’re right - the “blurry and less readable” texts causes fatigue when you need to work looking at that for a long time.
Speed/Flicker has never been a big issue to us in our application. And we don’t need 64-Bit Windows build right now (even Microsoft recommends to put a 32Bit build on the Windows Store, as more customers will be able to use it). To us, this Text rendering is the showstopper since Xojo’s switch to Direct2D/DirectWrite.
So… we have a 64-Bit issue and Text rendering. What else is affecting others?