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Nov 20, 2013 at 2:50 comment added Robert Fraser Don't output depth unless your shader absolutely needs to! Most graphics cards do two depth culling passes, "early-Z" and "late-Z". If your shader doesn't write depth, the GPU can do "early-Z", which means that if the fragment is behind something or won't be shown, it can skip a lot of processing and never even run your shader. You don't need to know what all that means, but only write to SV_Depth if your algorithm absolutely requires it (or you're doing some screen space thing where depth hasn't been written at all yet).
Nov 19, 2013 at 22:52 answer added SICGames2013 timeline score: 0
Nov 19, 2013 at 18:23 vote accept c4sh
Nov 19, 2013 at 18:12 history tweeted twitter.com/#!/StackGameDev/status/402861971533750272
Nov 19, 2013 at 15:57 answer added Evan timeline score: 2
Nov 19, 2013 at 15:43 history asked c4sh CC BY-SA 3.0