The resolution of screens has become larger and larger (they are also become more varied, such as 3:2, 4:3, 16:9, 18:9 etc.), so providing only two different sizes of PNGs is not enough to make skins look proper. I think the best solution is to replace raster graphics(PNGs) by vector graphics(SVGs).
Most of the modern websites do uses this method to make sure their web pages is clear displaced on any screens, without drawing tons of elements with different resolutions individually. So, I think it will work well in OSU!
I believe that won't bring too much extra works to skinners because most of them (include me) draw victor graphics in PS (or AI, ID, etc.) first and then export to PNGs. If osu! support victor graphics, the only thing different is to export their designs to SVGs.
PS: If rendering SVGs during game process causes performance issue on some computers, I think we can render all elements during initializing process (resolution of an individual computer is fixed).
Most of the modern websites do uses this method to make sure their web pages is clear displaced on any screens, without drawing tons of elements with different resolutions individually. So, I think it will work well in OSU!
I believe that won't bring too much extra works to skinners because most of them (include me) draw victor graphics in PS (or AI, ID, etc.) first and then export to PNGs. If osu! support victor graphics, the only thing different is to export their designs to SVGs.
PS: If rendering SVGs during game process causes performance issue on some computers, I think we can render all elements during initializing process (resolution of an individual computer is fixed).