After working on this subject for several months, here's what I've concluded: The default font is in fact Segoe UI, 9 pt. (12 pixels). However, there is something going on with the 'SnapsToDevicePixels' in Win32 that isn't or can't be emulated with WPF. If you start to mess with the boundaries of your text in fractions, you can start to see some of the aliasing that goes on with fonts. For example, place a simple canvas in front of your text block and give it a width of, say, 7.5 and you'll see your text start to 'bleed' into the surrounding pixels. I've played around with every combination of fractional spacing and fractional fonts and still can't exactly reproduce the text we see with Windows Explorer. This leaves me with the conclusion that Win32 text is simply rendered with a different engine than WPF.