   Gui Scaling or Anchors
  I hope this is the right forum for this question:right now I'm arguing with one of my colleagues whether it is better to write a scaling or an anchored GUI. I know that both have their up- and downsides so I wanted to ask what's your preferred way:The Scaling solution- All Elements have always the same size on the monitor and all resolutions are fully supported- "odd" resolutions (with an odd scaling) will look blurry because of the sampling- text can get really hard to read if it is scaled too small or too large.The Anchor Solution- All Elements will always be in the designed Pixel size- All Aspect Ratios are handled- Cannot go below or over a certain resolutionWe are developing a title with a native solution of 1280x720 and we use bitmap fonts, so in my opinion the Anchor would be the best Idea. What do you guys think?   
  Maybe the "Anchor Solution", but with some pre-scaled (by GUI skin artist) stuff.So the GUI elements won't get too tiny with high resolutions. I guess 2 or 3 sets would suffice (1x, 1.5x, 2x scale for example).Just a wild idea...   ;  The best solution would be a combination of the two. (iirc this is what WoW does)Make fixed size elements. Provide a way to scale them as a whole in the options independent of the resolution.Give the elements scaled placement from anchor points. So you'd have placements like "10% from left edge" "5% above center" "5% from bottom edge". Thus for all resolutions, your gui items will always appear in the same relative spots.   