Hello stepjac,With most applications that we see, the vertex shader is usually very under utilised. Moving the fogging over to the vertex shader should give you a much better depth range than what you are currently seeing, with little performance impact (assuming you are currently not vertex bound).If you have a development platform, you can see how utilised each core is with our performance analysis tool, DS-5.I hope this helps answer your question. Please let us know the outcome, and feel free to ask us any further questions.Kind Regards,McGeagh