How does UnrealEngine handle depth? Today I found something really interesting (I've never seen something like that). While debugging the buffers used in lightning, I see that the depth information is stored in what looks like cascades of depth.



What's going on there? Is that a technique to improve depth precision?

Thanks!
This is just a visualisation. Type the command vis scenedepthz uv0 to see the actual depth buffer used. UE4 uses a "reversed" depth buffer for the scene.