Because the experience is subpar when that is done. It is impossible to create a vector image that will result in clean, unblurred strokes at arbitrary small pixel sizes. Don't even suggest using TrueType-style hinting, I don't think any designer would want to touch that with a 10 foot pole.
I would have said exactly the opposite: blurred strokes belong to bitmaps, you are still thinking that pixels are square over a regular area that can opnly be rotated by multiples of 90 degrees.
SVG graphics are clean, result in NO blur at all. They don't even need any Truetype-style hinting. You've probably looked only at early non-conforming implementations using bad approximations. But precise rendering algorithms for SVG are specified and fully tested (this is not the case for bitmaps whose support is much more problementic: see what happens to photos and videos when editing them! Never twice the same result, and lot of losses and artefacts everywhere, including bad undesired effects, and notably the moiré effects which are much worse and do not reproduce what natural scaling would do in your eyes, that are not fitted to a perfect rectangular grid).
So no, it's perfectly possible to create a vector image that results in unblurred strokes at arbitrary pixel sizes. What you want is a geometric transform to exhibit more some details: it is in fact impossible to do that with bitmaps except by sending variants tuned for multiple resolutions: you do that for a limited number of resolution and assume it is enough, but this is not the case, so you add more, and finally you have enormous images that are widely redundant with each other, and better represented by converting their 2D model to 3D and an adaptive 3D-to2D projection. you'll do that easily with vector graphics, not with bitmaps (or their extensions called "mipmaps" which are only approximations not really scalable because they're still all based on discretely sampled planes).
Truetype hinting serves to distort the curves beneficially (by being aware of the pixel grid) in order to produce more readable output at low resolutions. SVG graphics do not automagically scale down and stay readable.
The classic easiest to explain in words case is taking a capital letter O and turning it into more of an "elongated stop sign" shape at around 6 pixels of width. There is a tradeoff between remaining faithful to the original shape and creating high-contrast, readable shapes at low resolution. There is nothing impossible about scaling down the vector outlines of a TrueType font in a mathematically perfect way. You still need the hints to make the result more readable.
(I worked on the hinting software for 13 of Apple's System 7 font faces and about 3/4 of Windows 3.1 launch fonts.)
> SVG graphics are clean, result in NO blur at all. They don't even need any Truetype-style hinting. You've probably looked only at early non-conforming implementations using bad approximations.
This huge wall of text but apparently you don't understand the subject matter all that deeply. Why wouldn't SVG need hinting? Truetype needs hinting and it's a vector format as well.
(Philippe always posts walls of text, even on the SVG mailing list; seems to be their thing.)
Hinting as done in TrueType is probably overkill for most purposes. But icons are often not displayed in arbitrary sizes, but rather in one of a few known-in-advance sizes. It's not hard to tweak the paths and shapes to fit to the pixel grid for all those. Also, as you approach higher pixel densities, it becomes much less important; basically you may just have to make sure that the smallest sizes fit on whole pixels and that's it.
Long ago I've automated asset generation in different sizes from SVG for an Android app I worked on and even without caring (much¹) about a pixel grid the results were good enough not to need tweaking.
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¹ When hand-writing SVGs I tend to care about integer coordinates simply to not lose my mind.
I might agree that for very small icons (eg: targeting a ~VGA or 800x600 to maybe 1024x76 phone screen) hand painted bitmap graphics might be best... but shouldn't it be enough to ship 16x16 (or whatever) icons along with vector graphics for high-resolution screens? And if it's too slow to live-render the graphics, how about rendering custom icon sets (etc) on install - using the gpu, and then cache on the device?
SVGs are a problem because they don't have a "preferred size" parameter. On Xcode you can use PDF files for icons (which are much like SVG, but state "all my points are relative to the size WxH). Once you have that you can make pixel-perfect icons that are always rendered sharply.
The catch is that Xcode compiles all those PDFs to PNGs before bundling them into the .ipa, so in the end you have a bitmap either way...