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Yeah, a depth prepass won't help you if you're vertex bound. It's most useful when you have high depth complexity and expensive fragment shaders (which to be fa
by wilberton 2y ago
Yeah, a depth prepass won't help you if you're vertex bound. It's most useful when you have high depth complexity and expensive fragment shaders (which to be fair is most games). It's also not usually required for a deferred renderer, but for forward+ it's normally a decent win.