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DynamicResolution

Makes the scene's render resolution a frame-time budget.

On any entity in the scene, the renderer draws the scene at fewer pixels when the GPU frame runs over targetMs and gives them back when it runs under. The image stays the size it was and the UI stays at the display's own resolution — what changes is how sharp the scene is.

targetMs is the GPU frame span to hold. minScale / maxScale bound where the scale may go, rate how much of the distance a step takes, and deadband how far off the target a frame must be before the scale moves at all.

The stepping lives in @builtin::systems.renderScale.renderScale; this component is the authored, persisted form of its settings and calls it each frame. Several in one scene share one controller: the one edited last sets the budget, removing it hands the controller to the newest of the others, and only removing the last one hands the scale back.