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Luca Barbieri wrote:

>> But we've been seeing some results which point that the whole color
>> buffer swizzling idea might be overrated: it increases memory bandwidth
>> usage substantially,
> 
> Why?
> It should decrease it due to a lower number of cache misses, thanks to
> having a 2D instead of a 1D neighborhood of a pixel in the cache.

For scenes with lots of small triangles (each triangle only covers one
fragment of a quad) you can get piles and piles of overdraw.  It's
turning out to be a major problem for hardware implementations as well.

See:

Fatahalian, K., Boulos, S., Hegarty, J., Akeley, K., Mark, W. R.,
Moreton, H., and Hanrahan, P. 2010. Reducing shading on GPUs using
quad-fragment merging. In ACM SIGGRAPH 2010 Papers (Los Angeles,
California, July 26 - 30, 2010). H. Hoppe, Ed. SIGGRAPH '10. ACM, New
York, NY, 1-8.  http://graphics.stanford.edu/papers/fragmerging/

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