Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
stefanfrog's avatar
stefanfrog
Explorer
5 years ago

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
  • CarpetFace's avatar
    CarpetFace
    Expert 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.

    • stefanfrog's avatar
      stefanfrog
      Explorer

      That's actually a good idea, Pre-baking it should work. Thanks for the input!