Thanks a lot for the nice words, guys!
I still have to make extensive performance tests, but it should come with only a very small penalty, at least given a reasonably capable GPU.
All the processing is done in a fragment shader that's quite simple for the basic mode (and a little more complex for the others). On the CPU, it's just 12 more bytes per vertex that need to be copied on batching (those store the shader settings). In any case, it's *much* faster than adding a standard filter, because it's all just one (batchable!) draw call. 🙂
And yes, this should work with Feathers, just as well! At least if Josh allows us to access the "style" property (if that's not possible yet, I'm sure it will be easy to add). Maybe I'll also add an additional XML element to the ".FNT"-file in the future, so that Starling recognizes the distance field mode automatically.