Daeanor hit the nail right on the head. We decided fog is a better alternative to the world ending beyond a certain point (clipping). The fog helps to hide the clipping effect.
If we could draw everything in the world all the time, and computers could handle it at a high framerate, there would be some very clean environments. Most games have small scenes, with distant mountains which intentionally hide the 'end of the world' for that scene. Vanguard is so vast, and you can travel anywhere, so we can't use mountains to hide the 'end of the world' because you can travel up and over the mountains!
There are two factors which influence that foggy haze in the distance, and they are the following:
.The defined fog distance for that chunk. This will fog stuff in the distance and create that foggy haze intentionally.
.Your clip plane. If your clip plane is set closer than the fog, it will make the fog move farther in (to hide the clipping that is infact happening just beyond the fog). This isn't an intentional art 'look'. It's a performance override to give you better frames-per-second, which is generally the reason why players move the clip plane farther in. If you find a scene that has an unacceptable level of that 'haze' shown in the screenshot, try altering the clip plane with the '[' and ']' keys.
-Shaun Showers
-Associate programmer of
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