Perhaps a bit stupid question, but does anyone know what “Device Pixel Ratio” actually is, and what processes are run when it is enabled?
I mean, I’ve read the API, and it’s clear that it somehow scales the render resolution automatically to the window so as to fill all pixels and produce crisp images. BUT, it seems that it takes way more resources than this functionality would justify.
Like, how does it differ, for instance, from having an event listener for when the canvas is resized and then set the rendered resolution accordingly? Without having tested very thoroughly, this seems to be less resource heavy… so I’m guessing there’s something more to it…?