One final benefit of the zone rendering architecture is that the fill rate requirements placed on the graphics device is not reduced. Because pixels are not overdrawn in the frame buffer, the fill rate that is required to draw any scene is equal to the total number of pixels in the scene (depth complexity = 1). By contrast, traditional 3D graphics architecture may have to redraw each pixel in a scene anywhere that triangles overlap. This means that if the average depth complexity in a scene is 3, meaning each pixel must be drawn 3 times, the fill rate required by a conventional 3D graphics architecture is 3 times the number of pixels in the scene. Thus the fill rate requirements for zone rendering will always be the same as the current resolutions, whereas the fill rate requirements for a conventional architecture will increase as a function of the depth complexity.