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Hello, I think it would be really great if DirectXMath added support for generating perspective projection matrices with infinite reversed-z clip planes. This style of projection matrix has become increasing popular in recent years since they result in excellent distribution of depth precision when used with floating-point depth buffers, and they effectively remove the need for having a maximum view distance. This blog post gives a good overview of why it's good and how it works, and this article has some great visualizations of why reversed-z is beneficial.
rainerzufalldererste, Andreyogld3d, Narvin-Chana and alessiot89