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That's largely analogous to what people attempt to do with virtualisation, but the ability of things to have unpredictable resizing and reflow behaviours throws a few spanners into the works. My understanding that (at least until recently, things might be different now) is that most game engine optimisations depend on being able to make a lot of assumptions that usually hold true, or being able to calculate most of your scene graph optimisations during a build step.


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