> I am pretty confident (and hope to test, but it sounds like you might  
> beat me to it) that for either the classical (non-Rembrandt) render,  
> doing a depth-write *only* pass of the entire scene will be a net win.  
> (Again assuming the fragment shader is the bottleneck). Since this will  
> reduce overdraw to zero - solving both the 'cockpit covers terrain'  
> optimization, but also where random trees or buildings do. (Which is  
> presumably where your 30% gain comes from)

I guess there's only trees, random buildings, cockpit and clouds which can 
cover substantial parts of the scene (all else is rare and exotic...).

Trees I've accounted for, random buildings most likely cover urban landclass 
which has no overlay texturing and is hence pretty cheap to render if no urban 
effect is on (in which case you can't have buildings), so the expected gain is 
less. Clouds are a bit tricky if done directly because their rotations sit 
pretty heavy on the vertex shader, so doing a second pass might create a new 
vertex shader bottleneck (at least in one try it did, but I may have done 
something fishy there). Hence the idea to slip the obscuring rectangles in...

The cockpit is the biggest potential gain, but due to the near camera - far 
camera thingy, I don't see how this can be done on the level of editing effect 
files - maybe a suitable edit of the camera group code can pull that off, but I 
have no idea where to start there. If you figure that one out, it'd be great.


* Thorsten


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