SDF is cool but not a generally good solution to GPU vector graphics. It only works for moderate scaling up before looking bad, the CPU prep figuring out the data the GPU needs takes far longer than just rasterizing on CPU would, etc. It's great as a model for games where there are many renders as world position changes but that's about it.
> It only works for moderate scaling up before looking bad
That problem has been solved by multi-channel signed distance fields https://github.com/Chlumsky/msdfgen