Curvy has always approximated Boolean operators, favoring a smoother mesh. Now you can have much tighter booleans and still keep a smooth edge where shapes meet with Curvy's Bevelled Booleans.
I know this should be a robot or a hairdrier... but for sake of argument here is a Head with a Head subtracted from it with a smooth bevelled edge.
Here is a more realistic example, a weathered sci-fi belt. I used the new tools to cut the square and round holes in the belt - nothing fancy but will come in handy from time to time.