This is slightly misleading - Roblox doesn’t use SVG, but they do use a TTF based font pipeline which is also lossless just like SVG because they’re both font rendering schemes, no bitmaps are used for Roblox’s native fonts.
The reason why it’s pixelated at higher resolution is because of the maximum font size of 100 - beyond this point they use an upscaled version of the 100 size glyphs because rasterizing them is seen as too expensive to compute and they would take up too much space on the font atlas.
This is particularly a problem for higher resolution displays because font rasterization is based on pixel size. So if you have a 4k display, 100 font size is actually quite small compared to 100 font size being pretty much perfectly adequate for the majority of cases on a 1080p screen, which is why some people have huge issues with font quality whereas others don’t have a problem at all.
100 font size without rich text scaling on 1080P vs 1440P:
(This is an absolute worst case scenario short text string at a big size with a background gradient, just as an example.)
While the difference in size may seem minor - do note that small differences in this relative screen coverage can become major pixelation when scaled using rich text scaling (if you zoom in on each image, both of them have pretty gnarly pixelation, but the 1440p image is significantly worse), this means if you want to use large text on screen that scales to all screen sizes, you’re pretty much just gonna have to accept the pixelation which is suboptimal and no other engine I know of has this issue.
Not to say that a solution is easy, the font atlas does not have a lot of room for larger glyphs in it’s current state, but it’s certainly not an impossible situation and there are several ways that this can be solved.
I would propose that the font atlas size, and by extension, maximum font size, should be dynamic based on the screen resolution. (Which, to a certain extent, it technically is, as mobile devices have smaller font atlases.)
Edit: I didn’t talk too much about speed here because for desktops it’s irrelevant, but rendering huge glyphs does have a performance concern if done on mobile devices which is why I think a larger font atlas should be particularly for larger screen resolutions where the end user is more likely to be on a more powerful machine and the quality increase would be significant enough to warrant any possible performance loss.