OpenGL guy said:Except that writing stencil is the same as writing depth if your depth and stencil buffers are combined (as most platforms use). If you have separate depth and stencil buffers, then this is a bigger win.
Well, that's true. Also, depth never needs to be updated anyway because of that first depth-fill pass, so unless the hardware is stupid and still writes depths that are equal to the stored the depth mask isn't going to matter. Disabling color writes is a win however. Disabling depth will be more like a symbolic thing you do just because you can.