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What precisely does 'PlayerPrefs.Save' do?

The documentation page isn't exactly helpful explaining what it does. If I have several pref values, say what ID item the player has in their inventory slots, I could just do; PlayerPrefs.SetInt("item1", 3); PlayerPrefs.SetInt("item2", 5); PlayerPrefs.SetInt("item3", 4); at a save point. what does PlayerPrefs.Save do any different?

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