Implemented variable resolution rendering.
Because when raymarching SDFs directly, one of the more significant bottlenecks is resolution. The more pixels you have to raymarch, the lower performance gets.
By dropping the resolution slightly, you can gain a lot more performance at next to no loss in quality.
For example, at 75% resolution, about 50% fewer pixels are rendered. Leading to a (theoretical) 2x increase in peformance.
Currently it’s a static slider. But in the future, it could lower dynamically as one moves around in the scene, and go back up to 100% when not moving.