Original Post
It seems in order to get good results in newer algorithms: SSAO, Soft Particles that they want you to convert your depth buffer to linear. My question is then, why are we using non-linear depth buffers in the first place? I don't think the results could possibly be different. Right now I implemented a linear depth buffer for ssao and deferred lighting for a project and I am about to do the same for my game engine. Thoughts?