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SvennoJ said:

I'm mostly excited about the scaling that engine provides. "Rendering one triangle per pixel essentially means that performance scales closely with resolution. "Interestingly, it does work very well with our dynamic resolution technique as well," adds Penwarden. "So, when GPU load gets high we can lower the screen resolution a bit and then we can adapt to that" This is perfect for VR, no need to cut detail manually.

it works well for underpowered systems like the switch aswell



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