Quick question as I have not seen any discussion of performance implications related to fog. Specifically has anyone done any performance measurements of fog on the various supported devices: mobile, desktop, console? My game is using the voxel terrain and you can see pretty far into the distance. I’m thinking about turning it off (by setting via script the fog start+end far in the distance) for mobile and console.
Like Lighting.FogStart/End/Color fog, or like an Atmosphere | Documentation - Roblox Creator Hub object?
You mention fog start + end so I’m guessing the former ![]()
It’s so performant that it will be completely negligible on any device. Its only purpose is to try and hide the sudden disappearance of objects at far distances. Disable it, move it around, whatever. It won’t affect performance one bit, just the way your game looks.
So actually I do mean to set both start and end to something in the distance. For linear fogging typically the first test for a pixel is whether or not it’s within the start / end. It’s true if you set the end super far it appears to be not fogged, but under the hood a calculation can still be taking place. Ultimately we need someone from Roblox to tell us how the shaders are applying it.
I’m still curious if anyone has done any extensive performance testing across different devices, even with low-end mobile devices as well?
Performance is perfectly fine with the trash old fog and the atmosphere object.