I read a few days ago that the Z and W buffers are basically used for the same thing, namely depth testing. This source also stated the main difference is how the depth planes are divided (more linear divide with the W buffer.) I also know that the Z buffer is supported by more hardware. So I thought that the Z buffer is usually better. But I just saw a demo with the Z and W buffers implemented in directX and the W buffer implementation looked a lot better. So what gives? Which one is really better and in which cases? Any insight on this matter would be great.