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Per Gregory Ch. 8 (Rendering), a Z-PRE-PASS renders depth-only first to do which?
AReduce overdraw in the subsequent colour pass
BReduce VRAM usage by half on average always
CPre-compute shadow maps from camera depth
DImprove mipmap selection for distant geometry
Answer & Solution
Correct answer: A. Reduce overdraw in the subsequent colour pass
Gregory + NVIDIA docs: render scene to depth only (cheap, no FS). Colour pass benefits from Early-Z, skipping shaded fragments behind closer geometry.
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