Take a look at the current square rendered fog
Really breaks immersion when pillars and houses are popping in and out of fog when you’re looking around
I think sphere fog should activate on the higher graphics settings
Edit:
[My badly rendered] example of spherical volume fog
Edit 2: again, should activate on the higher graphics settings lol
spherical is harder to compute, it’s a ton of GPU processing (needs to use sqrt), while linear is just a simple multiplication, I don’t think I can think of any games with spherical fog, but then again, I play outdated ones more often than new ones
modern games don’t have towers and houses popping in and out of existence behind fog when you’re just moving the camera
see: mmos, skyrim, idk what else. Does the minecraft Optifine mod do this?
Edit: Development question: See my second gif? That’s 100 inverted sphere meshes. What if I locally weld that to my head and make the real fog 999999 away? If anyone’s tried this - what were the performance results (and for different computers?) I’ll try right now and edit this in a bit
If there isn’t much overhead when using roblox sphere meshes to do spherical fog, and we can assume it would be implemented more efficiently than that when on a lower level, then it wouldn’t be too bad.
Spherical fog is physically realistic, and it’s a bit weird that you can “peek” and see further when you rotate the camera at an awkward angle.
If it’s a game-breaking problem it’s technically scriptable lol :imagine:
edit: On a side note, I think it’s extremely weird that fog only covers parts, and not the sky. Although in reality you can kinda see the sky because fog doesn’t go forever, maybe fog could blend the sky in front of parts while taking the fog color3 into account?