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fog is lookin real good

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Dec 29, 2006 Dr. Lecter link
Visual range in fog must be tied to graphics settings then. When I play with the space shit turned on (ya'll need to stop tying something cool but useless into something useless and uncool... I hate flying with space shit on, but fog effects turn to blue screen of boredom without it on), visual range in fog is 500m max.
Dec 29, 2006 greengeek link
I wonder how the Scene and Distance Level of Detail settings might affect object visibility in fog. Technically, they shouldn't if the "backplane" of the fog is a strict 500m wall, but things often seem to be strangely connected.
Dec 29, 2006 incarnate link
At present, there are two aspects of the fog:

1) A linear vertex fog starting at 2 meters from camera and ending at 800 meters (100% opacity at 800m).

2) A blended-sprite "fog" that is formed of 300 particles (~150 rendered at any time) in a 750m * 750m * 750m box with you at the center, so you look through ~375m of "foggy" sprites at any time.

Additionally, there's also the original "storm particle effect", which is used whenever the blended-sprite fog is used, and has no real impact on distance visibility.

The linear fog (1) is what really has the biggest impact on the ability to absolutely see or not see. The blended sprites (2) are mostly there to make the fog less boring, and while they do impact visibility, I did not expect them to have an absolute impact on distance (more that things at a distance might be a bit less clear). However, I didn't test it with the whole space junk disabled and only the linear fog.. since I didn't know that was even possible. The space junk being tied to the blended-sprites is simply a byproduct of Ray using the same codepath to do both (and not re-inventing the wheel).. it wasn't really intentional or part of the design.

You can currently see further visibly than you can with radar. It was really "pea soup" with the fog in close, and I wasn't comfortable doing that for the initial release. Plus, it's possible to get the extender and push your radar range to 1500m, or 700m past the intended visibility limit. Having both radar and visibility range be tied together is part of the plan, but not necessarily in a 1:1 ratio.

Ray has expanded what I can do with the fog, since we released it, so I'll be playing with it when I have some time. Right now I'm busy with with faction / friendly fire / etc type stuff.
Jan 03, 2007 jexkerome link
@Incarnate:

My machine's specs are:

AMD Sempron 3100+
768MiN RAM
nVidia GeForce 6100 with 256MiB of vRAM

I figured out the hit on my fps is due to the antialiasing. If I kill it, it goes right back up to 30; the higher I set it the worst the fps drops.