Certainly, it does depend on your point of view.
For me, the interest is "what's the cost to the hardware" - it's irrelevant to me whether each individual surface is multipass, I just want to know how many times the engine processes each pixel (or more or less coarse granular unit).
I'd say a 'purely geometry based' definition does count additional passes: if you intercept the draw calls and calculate the area drawn, you'll see every pass (which is why I said that was the easiest method to calculate). Comparing and rejecting duplicate geometry is, well, cumbersome
You'd be astonished how many games don't do loose front-to-back sorting... if I never see another game that draws the sky first I'll be a happy man.
For me, the interest is "what's the cost to the hardware" - it's irrelevant to me whether each individual surface is multipass, I just want to know how many times the engine processes each pixel (or more or less coarse granular unit).
I'd say a 'purely geometry based' definition does count additional passes: if you intercept the draw calls and calculate the area drawn, you'll see every pass (which is why I said that was the easiest method to calculate). Comparing and rejecting duplicate geometry is, well, cumbersome
You'd be astonished how many games don't do loose front-to-back sorting... if I never see another game that draws the sky first I'll be a happy man.