I think there is some confusion over the terminology here. I'm not talking about window size / canvas size / external resolution, which is all "Set Canvas Size" affects. I'm talking about internal resolution or what is maybe more commonly known as resolution scale, which pertains to rendering quality. It is, admittedly, kind of hard to describe because it's implemented differently in various games and engines. C3 already has it, my only issue is that I have no control over it.
Please take a look at the images below.
These are from a C3 project with a 320x180 viewport, in fullscreen, on a 2560x1440 display.
With low quality fullscreen, the internal resolution stays at 320x180 (100% resolution scale). This results in blurry text and chunky pixels on the rotated object.
However, with high quality fullscreen the internal resolution is automatically changed to the display's 2560x1440 (800% resolution scale), resulting in ultra crisp text and smoothed-out pixels on the rotated object.
This is the desired result, but I don't need the internal resolution or "quality" to be quite so high because it can become taxing on the GPU. I would like to limit the internal resolution to something lower like 1280x720 (400% resolution scale), while keeping the external resolution at 2560x1440. This way I get slightly crisper text and smoother movements / rotations, but not quite as much as I would with the full-on 2560x1440 internal resolution. In exchange I get better performance.
You might be thinking "Well, a 340x180 game should not be using high quality fullscreen anyway" but that is not always true. Many low-res pixel art games these days opt for higher internal resolutions or "high quality fullscreen" because it makes movements & scrolling smoother, and allows them to use text instead of spritefonts. 380x140 was just for the example images anyway, as it makes the difference in fullscreen quality modes very apparent.
Hopefully this explains the issue well enough. I know I'm not the best at it. I can try to find other references or examples if needed.