Terrain Fog Problem

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Hi! I'm new to the forums. I am currently experiencing problems with the terrain fog for my Map. I would like your kind assistance in this matter, Thanks!

2021-03-22 (2).png
as you can see on the image above, the fog blends with the cliffs and doodads instead of the terrain, this really is bothering unlike the previous version of the game. if i need to fix something please let me know.
 
I am curious, having not yet tested this myself:
1.) Was this problem you are having introduced in a new patch or has the Reforged Graphics mode always displayed in this manner?
2.) If you make an empty map with no doodads and no cliffs, do you still have this problem?
 

Dr Super Good

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Might have to disable fog for Reforged players. The fog was used as a mechanic to help limit draw distance but from the above image it looks like that may not be required.

I am guessing the shaders used to draw the terrain do not factor in fog. Could be a bug, or that they never intended to use fog in Reforged graphic mode.
 
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Might have to disable fog for Reforged players. The fog was used as a mechanic to help limit draw distance but from the above image it looks like that may not be required.

I am guessing the shaders used to draw the terrain do not factor in fog. Could be a bug, or that they never intended to use fog in Reforged graphic mode.
As a small question beside this topic. I personally have a Classic map where I have the camera distance set to 3000, which is just beyond the range where fog becomes visible. That's why I disabled fog.

Could it be that removing fog introduces lag/require more CPU, and should it be advisable to use different setting for fog, and not remove it entirely.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,285
Could it be that removing fog introduces lag/require more CPU, and should it be advisable to use different setting for fog, and not remove it entirely.
As far as I am aware it should not impact CPU or GPU workload at all. It is entirely a visual tool to help hide the Z cut-off distance. On the other hand a further z cut-off will impact GPU performance and possibly even CPU workload.
 
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