I wrote a simple application to test the effect of early-z rejection in NV hardware.
It simply draws 20 textured quads(one behind
another) with orthographic projection.
The application is fill limited hence
drawing those quads in front-to-back and
back-to-front order should make a difference.
And it does.The difference is,though,pretty small.
Test details :
Quadro FX 500 card, 44.96 driver, Suse Linux 9.1.
512x512 window size:
Back to front : ~193 fps
Front to back : ~210 fps
BtoF : 66fps
FtoB : 73fps
I'd like to hear experiences of others
to go on exploring early-z rejection
optimisations.Above results didn't seem so
impressing to me and it doesn't worth
the amount of work I need to implement this
in our application.Is this what we can
expect from early-z rejection or do I miss