This is a perfect format for me. Simple background, just talking, no music, no crazy animations. Just good slides with detailed enough explanation. I love implementation and programming videos, but these lectures... don't change it!
Best in-depth explanation I've ever seen. I'm using shadow map technique to render a viewcone and this video enabled me to actually do it in 2 weeks and before that I did not even know what a Shader is. Thank you a thousand times
One use case for GL_DEPTH_COMPONENT16 is for example speeding up volumetric fog shadows. Instead of sampling a higher precision shadow map (to get PCF), you sample a 16 bit one (ideally also at a lower resolution). The precision is enough, since shadow acne isn't really an issue here.
32:45 I am skeptical that using an "expensive fragment shader" for a depth only render pass would do anything. Considering how Vulkan is structured where the entire pipeline state gets compiled into a pipeline object, I'd say the OpenGL driver will just recompile the shader under the hood, so it doesn't do anything. I have not profiled this though.