Just recently I've started looking into ways to optimize the depth buffer precision for large draw distances and one specific approach caught my eye again. A technique which is now commonly referred to as Reverse Z. While it comes with just a few minor changes, the results can be quite considerable.
I've been working on a new engine the last couple of months. As always, it started out as a small prototyping environment for all my rendering and coding experiments. I wanted to create something usable this time. Something future-proof. Something "real". Something I'm not scared to touch after a couple of months... and thus something I can share with the public with an easy conscience.