The devs and designers are all using 4k, 5k displays these days. Trying to use modern apps etc. on just "FHD" (1080p) displays is painful.
[1] https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...
That isn't going to be the case for Apple users though is it. Apple don't have any non retina devices in their lineup now. The only Apple users who will see a low dpi display are those plugging in a low dpi external monitor. They are going to be a minority.
1080p usage is lower than on Steam but that is because 768p usage is higher :-P.
After a decade of “retina” screens, I’m ruined, I can’t stand the look of anti-aliased fonts, whether Windows, Linux or macOS.
This is the hardware solution to something that can be solved in software. If your game is laggy, of course upgrading to a 3090 is going to help, but that doesn't mean you're solving the problem.
I agree that if you are making something and your target audience will be using non-HiDPI displays, then you should actually design your thing on those displays too. But no matter how good your software is, pixel density places a limit on what you can achieve.
I have perfectly sharp text on a 1080p monitor because I disable antialiasing in ~/.config/fontconfig/fonts.conf and force full hinting.
The Nyquist limit is irrelevant to pixel art, because the Nyquist limit applies only to reconstructing signals from point samples. Using pixel art on a monochrome LCD (no subpixels), I can display signals with maximum frequency limited only by the sharpness of the edges of the little squares.