Just because it has a different distribution doesn't make it better. W-buffer has several problems, most notably 1. that it's never been consistent across different hardware platforms and 2. that the close-up Z distribution is often lacking leading to W-artifacts. These are clearly seen on the original Unreal Tournament, which on some cards had obvious stair-step effects on the GES BioRifle.Panajev2001a said:W-buffer, as far as I can remember, doesn't have the problem that regular Z-buffer has meaning it distributes linearly over the distance while Z-buffer has a non-linear distribution over the same range...
There is a Jim Blinn paper that talks a lot about this called W Pleasure W Fun, I found this link to it: http://www.computer.org/cga/cg1998/g3078abs.htmPanajev2001a said:FP numbers do not have a linear distribution of precision over the range either...
You still need to generate and interpolate W. Coordinates (colour, texture etc.) don't interpolate perspectively correct in screen space, but they do if they are multiplied by 1/w first.Panajev2001a said:BTW, if they totally eliminate W-buffering they could go with 3x3 Matrix transforms and simplify the architecture of their shaders