(new: Japanese translation available, thanks to Yuki Ozawa) Common depth buffer setups used in 3D graphics hardware to this day are woefully inadequate for the task. One can easily get artifacts known as z-fighting even with relatively limited scene depth range. Utilization of the available depth buffer values is quite horrible: half of the resolution is essentially wasted just in the distance fro
![Maximizing Depth Buffer Range and Precision](https://cdn-ak-scissors.b.st-hatena.com/image/square/1447d658ee36529e0fb92717e5ed27460ac70698/height=288;version=1;width=512/https%3A%2F%2Fblogger.googleusercontent.com%2Fimg%2Fb%2FR29vZ2xl%2FAVvXsEiWgSYOY6T_1i91AaqYEWyWLpyWwWD5wYYavW3QiT5_cQSxVwuSGOz58J1ASQ4d-TLnY7AVlJVuMdPN92NtPzfQA11kkKQFZukF1kfCewjXDD2wrxByby5Cdb4Blxw21EIbOWU8GC_jMSw%2Fw1200-h630-p-k-no-nu%2Fscreen_1354110814.jpg)