PlaneShift

Development => Development Deliberation => Topic started by: Ralleyon on July 02, 2008, 12:20:59 pm

Title: Fog test
Post by: Ralleyon on July 02, 2008, 12:20:59 pm
It's pretty common how many games employ fog to hide non-visible land (in the far distance) these days. I curious as to what impact, performance wise, this has on Planeshift.

Can any of the testers put a dense fog on their private servers and check FPS?

If I remember right, this used to improve my performance when there was snow or fog on the main server, just not sure if it was just an impression.

/Later...
@Neko  Now that we have an answer, feel free to move to Wishlist.
Title: Re: Fog test
Post by: Kaityra on July 02, 2008, 12:47:45 pm
Hmmm, here is something that makes me ponder. If Yliakum is within a large stalactite and is illuminated by a crystal inside of it where do the weather phenomenons such as rain, snow, fog, etc. come from?
Title: Re: Fog test
Post by: Vornne on July 02, 2008, 01:12:55 pm
Fog in ps does improve FPS, but only because it automatically adjusts view distance, just like you can do in the options window ;)

The fog doesn't improve performance by itself; it just blurs the line at the "clipping plane" beyond which nothing is rendered, which does the actual performance increase.
Title: Re: Fog test
Post by: ThomPhoenix on July 02, 2008, 01:27:48 pm
Kaityra: weather occurs in any big enough room. NASA has this huge single-room building to prepare their space shuttles in, and in some conditions actual fog or rain can occur within it. Since the stalactite is much much larger than NASA's shuttle building, even complicated weather phenomenon can occur.
Title: Re: Fog test
Post by: Ralleyon on July 02, 2008, 03:41:17 pm
Nicey! Time for a feature request! :)

PS I know clipping distance improves fps, but having a sort of fog do that helps with the immersiveness rather than just disappearing landscape.

/later  Added to BT Fog as "clipping distance" option (http://www.hydlaa.com/flyspray_upgrade/index.php?do=details&task_id=1822)
Title: Re: Fog test
Post by: Velh Krome on July 02, 2008, 03:46:35 pm
No doubt, having most distant landscape fading in slowly instead of popping in suddenly, would certainly enhance atmosphere.

Feature request you say? I second!
Title: Re: Fog test
Post by: Pizik on July 02, 2008, 04:13:37 pm
I love the idea, very much in fact. It adds to realism also because eventually when looking into any distance you will experience atmospheric haze IRL, why not in PS also.
Title: Re: Fog test
Post by: Illysia on July 02, 2008, 04:22:20 pm
I'm pretty sure PS already has fog it's just not used often.
Title: Re: Fog test
Post by: Pizik on July 02, 2008, 04:26:28 pm
We have fog as a weather function that needs to be invoked by a Dev or GM with a /fog command. This is more about exploiting that effect to give a better in-game experience.
Title: Re: Fog test
Post by: Tuxide on July 02, 2008, 04:29:24 pm
Man I sure hate it when it takes a GM to improve my FPS.
Title: Re: Fog test
Post by: peeg on July 02, 2008, 04:37:53 pm
Slight distance fog actually sounds like a great (and obvious?) idea to me, as it would improve performance *and* atmosphere! All for it.
Title: Re: Fog test
Post by: Lanarel on July 03, 2008, 12:19:45 am
I and some other testers played around with fog some time ago. It is very difficult to find a good fog with the current possibilities. It is either too light (and thus does not blur distant objects enough to allow clipping) or it is too tight (making even nearby objects disappear). I think recent changes in CS and the lighting and collission system allow to use fog in this way, but I do not think PS uses that.
Title: Re: Fog test
Post by: Vornne on July 03, 2008, 01:31:17 am
I remember talking to Xordan of it ages ago, suggesting he use the weather type fog... he said something about adding distance fog sometime, but it is not the same type. Not to say it would be very hard or anything, though.
Title: Re: Fog test
Post by: Xordan on July 03, 2008, 09:02:17 pm
I've already got this implemented locally. I'm touching it up before committing.
Title: Re: Fog test
Post by: Ralleyon on July 03, 2008, 09:57:44 pm
Don't take this the wrong way or anything, but...  :flowers:
Title: Re: Fog test
Post by: Velh Krome on July 03, 2008, 10:13:07 pm
Quote
Don't take this the wrong way or anything, but...   :flowers:
;D

Sounds great Xordan, looking forward! :thumbup:
Title: Re: Fog test
Post by: Tomislav on July 03, 2008, 11:07:08 pm
Most games I played used fog to hide the cliping distance. This way the player doesn't see objects instantly appearing out of nowhere and the whole thing looks more natural.

This means: lowering the distance in Graphics->Details would bring the fog closer.

The same trick should also be used in "indoor" maps like the Death Realm or The Arena which have long halls.

And if you wanted to simulate dense outdoor fog (like in autumn morning) - you just set the fog very close no matter what the clipping distance is set to.

Anyway, that's what I'd do.