OpenGL guy
Veteran
The pre-z pass may require more than position if the shader is using texkill.A pre-z pass doesn't double the bin data. The z-pass only needs a single vertex component (position), whereas the other passes will have many channels (at a minimum position, UV, normal, and tangent, sometimes additional UV channels and color channels). Eliminating those extra channels also can result in fewer total vertices because it eliminates seams in the normal and UV channels (on the order of 25% less for models in our game engine).
A very risky proposal as stated.One possibility would be to do a pre-Z pass solely for the purpose of generating a hierarchical occlusion map. In such a case, you could store the resulting Z-buffer at a lower resolution than the actual frame buffer (no MSAA, plus half or quarter resolution). It would be good enough for early-rejection, and reduce the bandwidth requirements dramatically. An application hint could indicate how the pre-Z pass is to be used.