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In modern GPU rendering, EARLY-Z (or 'Hi-Z') optimisation rejects fragments before which stage?
ACPU-side draw-call submission
BVertex shader execution stage
CFragment shader execution stage
DBuffer allocation in VRAM
Answer & Solution
Correct answer: C. Fragment shader execution stage
Khronos / NVIDIA docs: when shader doesn't write depth, GPU can run depth test before the fragment shader, skipping occluded pixels entirely. Big win.
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