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The depth buffer isn't fixed between a range of values - it's set by the application (using the near and far z planes). However, with a 32-bit depth buffer, you only have ~4 billion different values, with an exponential falloff in precision the further away you get from the camera.humus im not sure what you mean by that any game that had huge draw distances would also let you see things right next to you
Agreed.The depth buffer isn't fixed between a range of values - it's set by the application (using the near and far z planes). However, with a 32-bit depth buffer, you only have ~4 billion different values, with an exponential falloff in precision the further away you get from the camera.
An application could arbitrarily say that it measured distances in lightyears, and set their far z plane 10^30 units away. Then the application would have a draw distance of 10^30 lightyears - but good luck representing day-to-day distances (metres) at any sort of precision with those settings.
The point is that actual numbers of distance don't matter - it's the ratios.
With a float Z buffer shader precision is more of an issue than Z buffer precision.Doesn't matter how many bits of precision with the z-buffer, you still won't get good precision far away from the camera.
Just Cause 2 - pic?
since your here would it be difficult to write an app (remembering dxoveride) that exports the cap "NONPOW2CONDITIONAL" to a game
Doesn't matter how many bits of precision with the z-buffer, you still won't get good precision far away from the camera.
Just modifying the caps bit shouldn't be too hard I guess.
Just modifying the caps bit shouldn't be too hard I guess.
2 questions:
what are all the differences between the w-buffer and an 32 bit fp inverted z-buffer?
I know one is that the w-buffer is more linear in distribution, but I don't know much more than that.
even though a 32 bit fp inverted z-buffer isn't a perfect replacement can it do everything a w-buffer can do and just as well?
in the same post at a place like this with a straight face?I just wish they'd do away with the depth buffer altogether and just have have HW programmable clipping.
Just ignore the 2nd quoted statement=]I don't understand. How can you ask a question like this:
and make a statement like this
in the same post at a place like this with a straight face?
Read this paper.2 questions:
[...]
what are all the differences between the w-buffer and an 32 bit fp inverted z-buffer?
I know one is that the w-buffer is more linear in distribution, but I don't know much more than that.
That's JK 2 which uses the z-buffer due to the fact that opengl didn't use the w-buffer. Looks like it uses the w-buffer tho, but it don't.Ok, let's recap:
"Awesome! Great draw distance!"
![]()
"Boo! Z-buffer artifacts!"
![]()
Seems a bit weird to me, but let's try another set of pictures, I think I start to understand what you're trying to say.
Now IQ, which of these pictures would you say is more w-buffered?
This one:
![]()
Or this one:
![]()
ps: the "Boo! Z-buffer artifacts!" picture
doesnt have any Z-buffer artifacts its alaising
not enough pixels to draw the trees properly
ps: regarding the jedi outcast/academy pics
looks like the 2nd pic has af applied