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Jiehfeng

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Sono

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I just can't go on my life without correcting this :P

Fog actually still affects performance very minimally, because it requires a Z-Buffer access, and doing a blend between the framebuffer and the output pixel.

The real reason fog is used is to hide the reduced render distance, which then is the reason power is preserved, because less render distance means less geometry to process.
I admit, without fog, geometry edges do look ugly (unless intentionally designed like that, like in SM64).
 
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Jiehfeng

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I just can't go on my life without correcting this :P

Fog actually still affects performance very minimally, because it requires a Z-Buffer access, and doing a blend between the framebuffer and the output pixel.

The real reason fog is used is to hide the reduced render distance, which then is the reason power is preserved, because less render distance means less geometry to process.
I admit, without fog, geometry edges do look ugly (unless intentionally designed like that, like in SM64).

But isn't saying fog affects performance very minimally is too general of a statement? There's games that have performance intensive fog, Watch Dogs 2 comes to mind.

And yeah, I think whoever made that knew it is about the render distance, just didn't mention the distance part, it's pretty common knowledge. Less render distance is technically limited rendering anyway. :P
 

Sono

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But isn't saying fog affects performance very minimally is too general of a statement? There's games that have performance intensive fog, Watch Dogs 2 comes to mind.

Yeah, I didn't mean to generalize. The joke already mentions computationally intensive fog.

I meant specifically the games which use fog for hiding the limited render distance ("nasty fog"), and not the computationally intensive ones for added effet ("pretty fog").
 

Jiehfeng

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Yeah, I didn't mean to generalize. The joke already mentions computationally intensive fog.

I meant specifically the games which use fog for hiding the limited render distance ("nasty fog"), and not the computationally intensive ones for added effet ("pretty fog").

And then you get Cyberpunk which dismisses such use entirely and makes far away objects 2D lol.

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Jiehfeng

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well...to be fair. many games simplify stuff like that down to 2d objects...they just do a much better job of actually hiding it...

Maybe some stationary things, for moving objects like these cars or NPCs, they're just not there at all in the distance for most games and pop in when you're close. I think it would've been much better to not have the cars in the distance in that case for Cyberpunk. Or just have them really low poly I guess.
 
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