Oh thats interesting, do you have any links to documentation about that? It might be worth checking out.
My underlying issue is that I produced all my assets for a native res of 720p, which obviously doesn't scale correctly into 1080p. That was causing horrible distortion when I attempted to play on the latter as I wanted my visible screen space to stretch to fit. I circumvented having to re-author all my assets by implementing a shader that takes bilinearly-filtered sprites and scales them with a combination of both nearest neighbor and bilinear filtering. It's used on all the assets, but for some reason isn't as good on the player.
I found this handy when starting out:
How to setup your 2D project for retro 8-bit games | Unity Blog
Many creators want to make a “retro” game but aren't sure how to acquire that look and feel. Read more to find out how to create an 8-bit retro game with Unity.
blogs.unity3d.com
You should be fine if you run the scaling correct. The only issue I could see with native 720p and uncompressed sprites for pixel perfect is texture size - probably not that bad though. Your real restraint should just be 16:9 aspect ratio. Having assets at a target resolution with the PPU set correctly and letting the pixel perfect camera do the heavy lifting from there.
The pixel perfect stuff can be a nightmare in some ways but when it all works it's great.