The definition of 'overdraw' I have always used is 'hits per pixel', not 'unnecessary hits per pixel', and I don't count clears - i.e. overdraw == depth complexity. This is because it's a true measure of cost to the engine (and it's an easier figure to calculate
), but of course, I could be the one that's doing it wrong.
I would also count pixels that are Z rejected - again, it's easier to calculate (although as the time spent pixel shading increases the relative cost of these will tend to 0).
But calculating exact cost to the engine is becoming increasingly complex, there are many different possible rejection points, and there are granularity issues to consider.
Simon F said:
I'm sure that games such as quake had higher overdraw rates.
I remember Quake being under 2 and Quake2 being around 2, but that's a long time ago now so I could be wrong.
I'd say Q3 would typically be between 3 and 4, the increase mostly due to additional passes and more blend effects. As for Doom3 I'd guestimate 20-40 overall, about 90% of this being Z/stencil traffic only.