Rosenzweig found that whenever this buffer overflowed, the render wouldn't work.
In one of Apple's presentations, it's explained that when the buffer is full, the GPU outputs a partial render - i.e., half the bunny.As you might have guessed, the partial renders can be added together to create a render of the whole bunny (but with a dozen extra steps in-between, of course).
It turns out that this is because different parts of the frame are split between a color buffer and a depth buffer, and the latter misbehaves when loaded with partial renders.
A reverse-engineered configuration from Apple's driver fixes the problem, and then you can finally render the bunny (below).