Well, you can blur everything you want. Question is, why you should need to postprocess fonts? Don’t get me wrong, I am in need of better font antialiasing as well. Thing is what we both kinda need is to change how sprite font (which creates spritesheet for characters) samples original font. Thus it is not about postprocessing but preprocessing (what happens before font is rendered). Currently monogames does it right since they are mirroring XNA behavior, I know there were some alternatives for XNA and I am not sure if they would work in mono. In any case I think this is perfect suggestion for: MonoGame Feature Wishlist “Extended sampling options when creating spritefonts, something similar to photoshop’s “Smooth, crips, strong, none” font sampling settings would be awesome”.
Edit: I am going to post this suggestion since I`ve realized I have one more.