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Sign upTry out Software Occlusion Culling to replace tiling #621
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The initial prototype of using the z-buffer works well with this, and seems to provide very good performance. A hybrid between these two could be ideal, if we can work out the clip + tile issue we discussed. Additional benefits of this approach:
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Tiling allows to completely avoid drawing certain areas that we know are being occluded. Instead, we could run a software rasterizer of a small resolution target, draw big opaque occluders there, and cull out all other primitives based on it.
Removing the tiles would reduce the number of drawn instances. It would also allow us to greatly simplify the primitive transformation shaders, potentially merging it with non-transformed paths.