This doesn't explain it because close up objects also look washed out. The layer of anti soul gas is in front of everything, not just stuff in the distance.
>The layer of anti soul gas is in front of everything, not just stuff in the distance
No shit? If you just applied it at a specific distance then it would be obvious you're using it to hide the unrendered or lower poly objects far away. If you apply it with an even distribution then it looks natural and people don't even think about it.
The second point is that it helps visual clarity, especially in games where that's important like in shooting games/FPS by making a more clear distinction of near and far.
The third is that people simply find atmospheric fog to look appealing and to bring focus to objects in the foreground the same way lens blur/depth of field does.
Doesn't work, not worth the visual tradeoff, flattens everything behind it, might as well just give interactive objects a glowing red outline
Literally no one ever had a problem with the way things used to be done, this is that Battlefield shader lighting chart that goes 7 steps too far all over again
Techbros see "volumetric fog" toggle in the engine
Techbros think more technology = betterer errytime
Techbros don't realize it looks like you're playing the game while looking at the screen through a sheet of baking parchment paper
No artists get to chime in on the final look and overrule techbro decisions
>devs discover they can add aerial perspective with this one simple trick >dev is programmer/level designer and doesn't get input from the art team on whether it's implemented properly
It's funny because during clear nights botw looks amazing because the haze fricks off, any other time of day it's fricking ugly. Looks alright during rain as well if I remember. No idea why they decided it needs to look like a hazy piece of shit every other time though.
Fog makes it so you can have a shorter draw distance and also gives the illusion that an area is bigger than it actually is
If that was the case then they wouldn't apply it INDOORS
This doesn't explain it because close up objects also look washed out. The layer of anti soul gas is in front of everything, not just stuff in the distance.
>The layer of anti soul gas is in front of everything, not just stuff in the distance
No shit? If you just applied it at a specific distance then it would be obvious you're using it to hide the unrendered or lower poly objects far away. If you apply it with an even distribution then it looks natural and people don't even think about it.
The first point is already made here:
The second point is that it helps visual clarity, especially in games where that's important like in shooting games/FPS by making a more clear distinction of near and far.
The third is that people simply find atmospheric fog to look appealing and to bring focus to objects in the foreground the same way lens blur/depth of field does.
>The second point is that it helps visual clarity
No it doesn't
>The third is that people simply find atmospheric fog to look appealing
No they don't
Visual clarity for objects in the foreground, as it creates a silhouette.
No it don't.
Doesn't work, not worth the visual tradeoff, flattens everything behind it, might as well just give interactive objects a glowing red outline
Literally no one ever had a problem with the way things used to be done, this is that Battlefield shader lighting chart that goes 7 steps too far all over again
Techbros see "volumetric fog" toggle in the engine
Techbros think more technology = betterer errytime
Techbros don't realize it looks like you're playing the game while looking at the screen through a sheet of baking parchment paper
No artists get to chime in on the final look and overrule techbro decisions
Contrast is a big no no these days
I can't explain it except to say that volumetric fog is pure cancer and I'm glad I can turn it off on PC and get a huge fps boost on top of that.
>been complaining about this for five years
>anons called me crazy and told me I'm imagining it
>they're only now catching up
They called me a madman
I thought the same when botw came out, but people just said I was crying about the game for no reason, I thought I was alone in this.
Idk, volumetric fog has a place, sure. Dusty old attic where the sun is shining through a dirty window? 100%, shove that shit in there.
But outdoors? nah. Frick off.
>devs discover they can add aerial perspective with this one simple trick
>dev is programmer/level designer and doesn't get input from the art team on whether it's implemented properly
If it's anti-soul then why do all the best PS1 and PS2 games have it?
Fog =/= anti soul gas
Medievil is literally in the OP image and crisp as frick compared to the remake
It's easier to hide low-quality assets and poor grafix, that's why it's so common on Switch.
Devs are incompetent
I have no idea what else it could be
It's funny because during clear nights botw looks amazing because the haze fricks off, any other time of day it's fricking ugly. Looks alright during rain as well if I remember. No idea why they decided it needs to look like a hazy piece of shit every other time though.
It's called "hidding shitty LOD"
Hit me with your best SOUL designs for games
Anti soul gas should replace motion blur.
they learned everyone turns off motion blur so they forced it on that way
>trend
It's a graphical technique to hide ugly details in the distance that are low poly.