Hi,
I recently tried to tick the 'Disable Depth and Stencil’ player option. It resulted in instant (and quite big) FPS increase in my case (Android/iOS mobile 3D game). But it made me wonder how is that even possible since my game doesn’t use Occlusion Culling at all and this player option should disable ZTest/depth test across the board leading to horrible opaque geometry overdraw, right?
I understand that generating the depth texture must have some kind of an overhead by itself and that disabling it should lead to less GPU load, but then… my game uses very high resolution textures and is generally bottlenecked by the GPU. It is very hard to render every pixel for my testing device. And by causing insane amount of overhead by disabling the Depth texture generation should destroy my FPS. But nope, it increases it dramatically.
So maybe I got it all wrong and ticking the aforementioned option doesn’t disable the ZTest?
Or maybe I know nothing, just like John Snow?
I just don’t understand it And am starting to doubt that little I know about rendering.
Could anyone please shed some light on this for me?
Thanks,
Stepan