I came across this presentation and they are talking about using compute for per-triangle culling (standard backface culling, standard hi-Z). I'm not sure what exactly they are talking about. Is this meant to rewrite that part of the pipeline completely? and then when it comes time to draw, just disable backface culling and all the other built-in pipeline stages? I'm not getting why you would write a compute shader to determine what triangles are visible when the pipeline does that already. Even if you turn that stuff off, is this really that much better? Can you even tell the GPU to turn off Hi-Z culling?