Quake II and III were designed extremely well so z-fighting is practically non-existent in those games. MDK2 and Drakan I have no idea.
Star Wars Jedi Knight II: Jedi Outcast has some extreme examples of z-fighting when running a 16-bit z-buffer, especially when looking at objects far away. This is because this is one of the few games to not only support a 16-bit z-buffer, but to also use fully articulated facial models in regular gameplay, so at long range with a 16-bit z-buffer you can routinely see the eyeballs and jaws+teeth straight through people's heads! :O
Interestingly though, you may've seen z-fighting in a more modern game and not even realized it. z-fighting can happen ANYWHERE where two 3D objects intersect. The trick is how much z-buffer depth is available where those two objects are intersecting, given how close to the camera they are. A 16-bit z-buffer can only handle 65,536 levels of depth, whereas a 24-bit z-buffer can handle over 16,000,000 and a 32-bit z-buffer over 4,000,000,000, thus if ANY z-buffer is tasked to handle two objects intersecting across a large distance, and the z-buffer itself is stretched over a MUCH longer distance, you'll see a sort of sawtooth effect along the edge where the two objects intersect, representing where the z-buffer is preferring one object over the other.
Typically though, when people discuss z-fighting, they're referring to when two objects are so close together with similar geometry but different texturing that they both flicker around within each other while the camera/player moves. Typically, when this is discovered in a commercial game by testers during development, efforts are made to adjust the z-buffer in those areas to prevent it and/or the models are adjusted to compensate, such as by pulling them further apart or making one larger or smaller. You generally want the z-buffer to only go out as far as the furthest object you have to render so that each numerical value of the z-buffer accounts for as little depth as possible, thus increasing its visual accuracy.
--- Kris Asick (Gemini)
--- Pixelmusement Website: www.pixelships.com
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