ATi's Z-Range optimization

Hello,

I believe I asked Dave Baumann about ATi's Z-Range optimization when I first joined, but he wasn't able to reply.

It's listed in the specs for the DX10.1 series of ATi's jank, but I don't know for sure what it does.

Can someone explain it to me?
 
I didn't know current video card technology uses a Z-buffer. I thought the concept of a Z-buffer died a few generations ago?

Am I missing something?

Are you talking about hierarchical-z?
 
Maybe if the range of z-values within a tile is small, they can compress the tile to something more compact. That's the only thing I can think of going by the name of the feature alone...
 
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