It's useful because currently the ways to display pixel art are very limiting. You either get bad deformed and flickering pixel art or you get black bars. There is no good way to implement pixel-art that works for both mobile and desktop.
It would be useful to all of the pixel game developers out there using construct, and there are many.
It could be achieved in many different ways.
I think the easiest way would be using a shader like this one https://www.shadertoy.com/view/MllBWf but that'S not what im looking for, only go for this if the better solution is impossible.
The best way to improve pixel art in construct 3 would be to allow for a pixel art specific renderer. It would scale up the whole window at integer values like 1x,2x,3x,4x, etc with point sampling, and then scale the resulting render or texture to the canvas size with linear sampling, blurring out any pixel artifacts that happen when pixel art is rendered at non integer values and preserving the low download size and memory usage of pixelart, but also keeping the pixel art clear and chunky and beautiful.
I've tried many things to overcome this with workarounds like upscaling my art before importing it into construct and setting the sampling to linear, but the problem with this is that it drastically increase memory usage and download size, and also the images are sampled from their spritesheet so instead of getting that good blend to remove artifacts, all of the edges become transparent which is no good