Crunchy text with alternate renderers

I have a pretty niche issue regarding displays and rendering text on Windows. I recently switched to an OLED monitor, the LG 27GS95QE-B to be precise, but found that text had a weird hazy effect to it because of how Windows ClearType handles subpixel rendering for text anti-aliasing. From what I understand, ClearType was designed with RGB layouts found in LCD panels in mind, but OLED monitors use either WOLED (LG) or QD-OLED (Samsung) panels that have non-standard subpixel layouts. Here’s an article that goes into depth on these two panel types and the fringing effects that appear when text is rendered on them in Windows. The effect was disorienting enough for me to search for third-party fixes since Microsoft hasn’t issued any sort of update to ClearType to fix this.

I’ve started using MacType, an alternate renderer primarily made to fix the rendering of Chinese and Japanese glyphs on Windows, but has community support for thicker fonts optimized for the non-standard pixel layouts of OLED monitors. However, MacType doesn’t seem to be able to inject into all apps depending on how they’re configured to render text.

This leads me to my problem with Roblox Studio. Text appears crunchy with ClearType disabled and MacType enabled, but not in all places. It’s most notable in the Explorer, but panels like the Asset Manager are completely unaffected, as shown below.

Currently the only workaround I’ve found is overriding high-dpi scaling in the app’s Compatibility settings, similar to how we needed to do before Roblox supported high-dpi natively.