So to oversimplify, Windows can have a problem where if you are running 1.5X scaling so text is big enough, you can't fit 4K of native pixels on a 4K display so videos are blurry. If instead you were rendering a scaled image to a 6K framebuffer and then downscaling to 4K, there would be minimal loss of resolution.
That would be my instinct as well, but the author seems to be delibarately doing the exact opposite. Trying to force a 2x HiDPI and then downscaling to native display resolution whereas he could have just done a 1:1 LoDPI rendering. What you get in the end is some equivalent of hack/brute-force smoothing/antialiasing of what was rendered in the downsample.
So 1:1 rendering can cover only a part of the screen, while the remainder remains unused.
If the maximum size limit is used but applied to the entire screen, it does not match the native resolution so interpolation is used to convert between images with different resolutions, blurring the on-screen image.
All the attempts were done with the hope that there is some way to convince the system to somehow use the greater native image size instead of the smaller size forced by the limits.
Already more than 35 years ago the correct solution was used. For text and for graphics, the sizes must be specified only in length units, e.g. in typographic points or millimeters or inches, e.g. by configuring a 12-point font for a document or for an UI element. Then the rasterizer for fonts and for graphics renders correctly everything at a visual size that is independent of the display resolution, so it is completely irrelevant whether a display is HiDPI or not.
To combat the effect of rounding to an integer number of pixels, besides anti-aliasing methods, the TTF/OTF fonts have always included methods of hinting that can produce pixel-perfect characters at low screen resolutions, if that is desired (if the font designer does the tedious work required to implement this). Thus there never exists any reason for using scaling with fonts.
For things like icons, the right manner has unfortunately been less standardized, but it should have been equally easy to always have a vector variant of the icons that can be used at arbitrary display resolutions, supplemented by a set of pre-rendered bitmap versions of the icons, suitable for low screen resolutions.
I am always astonished by the frequent discussions about problems caused by "scaling" on HiDPI displays in other operating systems, because I have been using only HiDPI displays for more than a dozen years and I had no problems with them while using typefaces that are beautifully rendered at high resolution, because I use X11 with XFCE, where there is no scaling, I just set the true DPI value of the monitors and everything works fine.
Well that sounds great in theory, but then you'll get only one button per screen on your laptop and maybe two on your desktop. More likely one and a half.
even on a native 2K monitor, having a virtual 5K frame buffer downscaled to 2K yields perfectly enjoyable results, compared to how macOS' native 2K image would look like; it causes eye-bleed :)