Linear depth + color perspective

The whole point of non-linear depth is that the depth buffer has more resolution for objects closer to the camera than objects farther away from the camera. Having a non-linear depth buffer is essential to reducing z-fighting artifacts- you’ll quickly start running into these kinds of problems with a linear depth buffer if you start working with more complicated scenes.

Still, I suppose a linear depth buffer is quite useful for debug visualisation, as it is used for in the post you linked.