ONE FOCUSED ACTION

Enable early-Z optimizations by avoiding discard and gl_FragDepth in shaders.

Rendering optimization

1 checklist items

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    Why this matters

    Early-Z allows early depth testing, significantly reducing fragment shader workload.

    A STARTING-POINT EXAMPLE

    Hypothetical standard operating procedure

    Adapt this example to your site, access, tools, and change process. It is our suggested procedure, informed by the sources below.

    1. Audit fragment shaders for discard statements and gl_FragDepth modifications.
    2. Remove or refactor discarded pixels logic if not essential.
    3. Avoid alpha-to-coverage settings that delay depth testing.
    4. Test rendering correctness after changes.
    5. Measure GPU load changes with profiling tools.

    Watch for

    Using discard or dynamically modifying depth disables Early-Z, causing GPU slowdowns.

    Definition of done

    Shaders do not use discard or dynamic gl_FragDepth, enabling Early-Z and improved GPU performance.

    Sources & attribution

    1. Android Game Performance Optimization Tips ↗

    Original checklist wording and example SOP by Best SEO Checklist, using source-grounded AI assistance. Editorial contact: Ted Kubaitis, @tedkubaitis on Teams. Check current source guidance before implementation.