If you render a high-poly mesh, all tiles with internal poly borders will have a Z-far equal to the background. That's because when you render the first tri, part of the tile will be far away. And when you render a tri next to it (filling the tile with close Z-values), hier-Z has "forgotten" the exact Z-values in the first part. So you can't update the low res Z.
So further rendering behind the high poly mesh won't benefit as much as it could from hier-Z.
With feedback from the high res Z, that could be solved.
But is there anything that says that the custom memory chip can't calculate max of a tile, so it can do the feedback?
So further rendering behind the high poly mesh won't benefit as much as it could from hier-Z.
With feedback from the high res Z, that could be solved.
But is there anything that says that the custom memory chip can't calculate max of a tile, so it can do the feedback?