To clear up some possible confusion caused by my title, my game is meant to be pixelly. I currently achieve this by multiplying sprite sizes and locations by a constant called
World.Scale (currently 8). This means every pixel is now 8x8 on screen, which is what I want.
However, I want an easier way to do game calculations without having to figure out where to fit
World.Scale whenever I'm drawing or calculating something. Also, I'm currently having trouble with pixel-mismatching (see image).
To solve this, I thought about rendering everything in the game onto a render target, and then scale that render target up by
World.Scale and draw it to the screen but I'm not sure how render targets work so I'm not sure about any possible performance implications of this.
Is it a good idea? Is there a better alternative?