Comment by eviks
Are there display pipelines that cache the generated-for-my-device-resolution svgs instead of doing all the slower parsing etc from scratch every time, achieving benefits of both worlds? And you can still have runtime-defined scaling by "just" rebuilding the cache?
The best place for such a cache is a GPU texture, and in a shader that does simple texture mapping instead of rasterizing shapes it would cost more memory reads in exchange for less calculations.