Forum Discussion
stefanfrog
5 years agoExplorer
Distance Fog (using Forward renderer) - how to make it cheap?
Hello devs!
My team is working on a VR game with quite long view distances and we've been trying out different solutions:
- Exponential height fog actor - too expensive
- Custom post-processing material - too expensive as it requires Mobile HDR to be enabled
- Planes with cloud textures using alpha-masking with Temporal Dithering - too expensive
Anyone got other nice practises on how to do a performant distance fog? Or is it always an expensive trade-off?
Thankful for all input!
/ Stefan
5 Replies
Replies have been turned off for this discussion
- CarpetFaceExpert Protege
Depends on what you can get away with game play wise. If you don't need to change it in real time, you can pre-bake it into vertex color.
- stefanfrogExplorer
That's actually a good idea, Pre-baking it should work. Thanks for the input!
- Helder_ViniciusExpert Protege
Can you guys elaborate please on this technique?
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 3 years ago
- 7 months ago
- 12 months ago
- 3 years ago