When people think about competitive esports, they typically picture high-refresh-rate monitors, discrete GPUs, and desktop rigs with unconstrained power budgets. The reality of who is actually playing GOALS is more varied and more interesting.
During our playtests in alpha, hardware telemetry revealed something instructive: a meaningful share of our players were on hardware that many would consider obsolete, graphics cards dating back to 2013, and up to 9% of the player population on devices that fell into this category. Experience from other free-to-play titles suggests that number could climb toward 30% post-launch.
Read Part 1 at Intel Community:

Part 2: Handheld Profiles, XeSS Integration, and CPU Variance Reduction