@beelee Interesting it seems like it definitely needs a sharpening pass, I suspect this is an issue with the font scaling/ui vs map display, or maybe cause I edited the images on that 1440/1600p display laptop in GIMP. Or maybe the image attachment to the boards, cause I think I swiped a couple from other threads from a while back. I was trying to check for the upscales (like font at 125% or 150% what that does to the images inside the tripleA UI). I think this happened once before when I was doing the heads for the commanders, where like all the Italians suddenly had different interpolation applied when downscaled/upscaled. To me the rising sun/small ussr alt small flag roundels also appear to be larger in px tall/wide than some of the others, by like 1 px difference, but it's noticeable to me at 20px. This happens a bit when I check the stats screen/stats bars where the graphic will rescale slightly depending on how compressed the windows are there. Basically the roundel image sorta floating. Sunburst design also had a different crop from the left, rather than the OOB roundel which clips the sun at the halfway point and has fewer rays. Probably just needs to be a less involved design so it holds up resolution wise. I think I recall the same when trying to put the label graphics for the other one at those different sizes, so it wouldn't go jank like either jagged and pixely, or extra blursy blurs hehe.
I think I have to get a set for those flags in the roundel style that are all keyed together at 1080p. It's easier to use a single transformation from larger images to the downscaled/upscaled final size. I tried 20px initially but 22 or 18 might work better. I think I'll just have to do them more manually instead of with the batch resizing from the old GIMP/BIMP. I couldn't get Batcher to install into GIMP 3.0. So probably not too tough. It's just kinda funny cause the purpose of doing the higher resolution map or upscale with larger graphics images for units and such, but then for the UI and all the rest tripleA is sorta 1080 at the tops regardless lol.
The Bung's work alright for this purpose at 1080p maybe, the only issue there is that with the upscales or using a larger version (the bung roundel size large say) it will introduce an additional color into the image from the black borderline that is on all those images. Means that when you go up or down in size, and interpolation is applied, that black tends to drift into neighboring pixels and changes the color information a lot in the border areas between pixel colors. Then, because the OG roundels are cropped to content (right to the edge of the visible canvas), this will bunch up pixels near the edges, making the roundels appear more geometric - or like an octagon basically instead of a circle, from the black added around the perimeter of the roundel. At scale that line was more 1px, but when reduced it becomes a series of grays, so needs to be drawn in after scaling or it will sorta bork out. I was hoping to just get away with removing the black line entirely. But it's a similar sort of thing for the edges of some of those colors.
So like where the final pixel of the circle is touching the edge of the canvas, that tends to go flatter when downscaled/upscaled, whereas if I leave that pixel blank it will scale better. Sometimes I've seen the same on units, if I don't leave that 1px gap. But when there are only like 12 or 20 px to work with gets harder. It might be that the 18px image on a 20px field ends up displaying better than trying to max it to the edge, in GIMP I mean when I save out the images.
I'll try it later tonight and switch my display to 1080/1200 to see what's going on there. At 1440/1600 seemed clean, but maybe it's just off slightly because at that resolution the blur applies a little bit differently to the very tiny images. Especially for the shapes that are more rounded, or right on the edge of a curve. Even a straight line like the cross in the German roundel seems to have just more fuzz than it should. The standard G40 smalls would probably be almost good enough for units there in the regular UHD if running it at a lower res screen. It's been a minute since I tried that, since we first switched over the vanilla stuff into that package. I mean they may show smaller, but would probably look sharper on the final display, than these which appear slightly larger but sorta blurred out.
Probably I just need to rerun them all through the GIMP 3.0 and make sure something didn't weird out on me when I saved em initially or zipped em up. Got distracted last day or so, haven't had much time, but I can probably get it sorta this weekend

ps. Did you have any luck with the blends stuff? I was messing with that a bit as well under a couple monitor settings, to see what help up. Even 2F still felt a bit chalky to me for alpha channel, but could just be cause I've been looking at the high saturation version forever now lol. Something 1f to like between 1 and 2 might work better. I had a tough time deciding. It basically switches the contrast units to background, from something where the saturation is more backgrounded and the units pop because of the lower saturation, whereas blends is effectively the opposite of that. But I think it holds up ok. Just sorta depends on how the player prefers their contrast usually. Standard Units are pretty high saturation, I think just because the colorizer defaults to a more high sat/high chroma HEX. Not sure what's best, but I think as long as there is a more low contrast version (lighter colored for the background) for a blend, should be serviceable.