Oh... interesting, I was not aware of that granularity concept, I had no idea that the value of a zBuffer were evenly distributed.. Now that I think of it it seems obvious (and that explains the far/near ratio in Blender). Interesting, thanks for the link. (one of these days I should really take a couple weeks to dabble into the actual mathematical guts of 3D rendering.. there are days when I can barely recall what a matrix is..
)
Now about Blender.. That is annoying; and there's no way to fix it.. For Ahra Pahts I have to use a spacing of 1 for my grid which is very annoying because I use the grid a lot and I often have to lower the pacing for some specific operations and then I have to raise it again to see past 3 shells..