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# Achieving Infinite Render Distance in my game

**[YouTube](https://daily.dev/sources/youtube)** · 4 min read · 0 upvotes · 0 comments

## Summary

Z-fighting occurs when rendering distant objects because depth buffers use 32-bit floats with non-uniform precision distribution. Standard perspective projection heavily biases depth values toward 1.0, leaving only ~160 distinct float values for objects between 5,000-10,000 units away. The reverse depth buffer technique solves this by swapping near and far plane variables in the projection matrix, making distant objects map to values near 0.0 where float precision is highest, providing over 900 million distinct values for the same distance range.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=smuY3w-rWro>

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Tags: [#game-development](https://daily.dev/tags/game-development), [#gpu](https://daily.dev/tags/gpu)

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