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New Participant
October 22, 2021

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

This topic has been closed for replies.

5 replies

CarpetFace
Inspiring
November 4, 2021

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.

New Participant
November 4, 2021

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

Honored Contributor
May 14, 2022

Can you guys elaborate please on this technique?