July Update
Posted 3 months ago
We've implemented the Reverse-Z Depth Buffer technique, which is now standard in every game engine. 


This brings a massive improvement to depth buffer precision, drastically reducing z-fighting and allowing depth-based screen-space effects like SSR (Screen Space Reflections), SSAO (Screen Space Ambient Occlusion) to be much more accurate.

This is essential as we push for the creation of larger open worlds in the engine.