The new technique enables a bigger cube at full frame rate. From the article:
> “Apart from unlocking a number of improvements in XOR fillers and similar effects, the method, as used in the 4k, also significantly raises the bar for realtime filled sprite vector cubes. The cube displayed in "Boo!" draws over an area of size 172x172, up from 140x140 in Protogeo 100%. This improvement to size is because line computation that previously either took 7+ cycles per pixel (or exhaustive amounts of memory) can now, thanks to the BRR ("bit reverse rendered") line method, done in just 5 cycles per pixel.”
> “Apart from unlocking a number of improvements in XOR fillers and similar effects, the method, as used in the 4k, also significantly raises the bar for realtime filled sprite vector cubes. The cube displayed in "Boo!" draws over an area of size 172x172, up from 140x140 in Protogeo 100%. This improvement to size is because line computation that previously either took 7+ cycles per pixel (or exhaustive amounts of memory) can now, thanks to the BRR ("bit reverse rendered") line method, done in just 5 cycles per pixel.”