Are their any plans to tone this down or have an option to turn it off? The maps have a strong fog/gray over cast and it’s very annoying to play with.
Excessive Fogginess on Maps
It seems to work better at high graphics, but we need an option to disable this because it’s incredibly intrusive on player vision. Add it to the top of the user preferences patch please. I’d also really appreciate a contrast adjustment bar.
The maps look beautiful even without the amount of fog that they have currently. Personally would like to see it be toned down a bit
I’d like to see those days of disabling graphics for the sake of visual advantage left to the past. Pretty is one thing, but it should never be at the expense of player performance.
I think we’re living in an age where those kind of considerations should be part of the final product. Playing at reduced visual capacity shouldn’t give an advantage anymore.
At least that’s my stance on it. High settings or low, nobody should have to feel one of those options is better for competing on the battlefield while the other is a genuine handicap in the face of playing with others that are purposefully using advantageous settings.
I’d also very much like the option to remove the fog.
Why do so many current fps use this? Playing Quake Live afterwards is like having a shower after rolling in the mud!
[QUOTE=Bloodbite;439218]I’d like to see those days of disabling graphics for the sake of visual advantage left to the past. Pretty is one thing, but it should never be at the expense of player performance.
I think we’re living in an age where those kind of considerations should be part of the final product. Playing at reduced visual capacity shouldn’t give an advantage anymore.
At least that’s my stance on it. High settings or low, nobody should have to feel one of those options is better for competing on the battlefield while the other is a genuine handicap in the face of playing with others that are purposefully using advantageous settings.[/QUOTE]
With maps that are linear with long straight views the fog becomes increasingly noticeable and even more annoying. If they want to keep it that’s fine, just give us the option to kill it in comp play (I still think it should be toned down for pub play.)
I like clean visuals personally and it’s easier on the eyes. The fog adds realism at “high graphics”, but for those of us who can’t run the game that high it ends up blending everything together unfortunately. I want the option to turn it off for any means of play because it’s a global issue when it comes to playing the game in any context.
I forget which patch introduced the extra layer of fog (2-3 patches ago?), but it did feel like a piece of wax paper was put on my monitor.
Through tweaking the config I was able to reduce some of it and especially the fog lights on the first phases of White Chapel (holy wow they can blind you!!) - but I would rather have it like someone mentioned, an easy way to enable/disable this.
‘r_uifullscreen 1’ was almost mandatory for playing on RTCW/ET engine.
Well considering the plan is to make this pub/comp accessible without an excessive amount of fiddling and switching things on/off, it makes a lot of sense to make an absolute stance on fog. I think it needs to be universal. If the fog serves as a tactical mechanic where the only person that sees deep beyond the fog in those cases of long lines of sight… the recon looking down their sniper rifle… then make it so.
But if it’s just for visual aesthetics… I’ve always been of the opinion that if the fog is there to either fluff things up… get rid of it. Like the bloom effect in BFBC2… super burn your eyeballs out glow bloom. It was total overkill, totally unnecessary. It also burned out a massive amount of texture detail.
I prefer less distracting details too, but I don’t think fog is the thing that adds realism. I think it’s a legacy piece of engine tweaking that lingers from the days of hiding the distance draw cutoff point because nobody could handle processing massive amounts of polys into a perceived infinite horizon.
I like the look of the haziness around maps, but not the fog in the distance. Once that’s in a game, it becomes bizarre when you enter internal/underground areas where there shouldn’t be a build up of humidity so thick that you clouds are forming within structures.
Getting down to some real logic, these combatants shouldn’t be in the field if they have longsighted problems, and I don’t see distance fogged vision being a side effect of radiation… heat hazed blurriness perhaps, but not magic distance fog (not that I’m an expert on radiation sickness)
If it’s in at all, I think it should be so subtle that it wouldn’t make a difference on the lowest visual settings.
Besides, look at Brink. The art department know how to give every little detail a beautiful and unique touch, why hide it with old engine gimmicks like distance fog? This game is supposed to be breaking with tradition, why not prove that the game can look brilliant without having to fog/bloom it up?.. like EVERYone else does these days
I don’t think it’s that bad lol, but I definitely miss the more crisp feeling graphics.
Maybe the option in settings could be “Radiation Eye-wear Protection” or “Dirty Goggles”.
Exponential height fog in UE3 can be very beneficial to gameplay when the settings are correct for the environment, aside from performing an essential aesthetic function. It’s important not to confuse it with post-process effects, colour grading and other factors such as volumetric light shaft objects etc. Saying ‘fog is too thick’ is like saying ‘lighting is too dark’.
Please let us know more exact details of the specific locations and maps where things like this are hampering gameplay (with screenshots).
[QUOTE=Jonny_Hex;439374]Exponential height fog in UE3 can be very beneficial to gameplay when the settings are correct for the environment, aside from performing an essential aesthetic function. It’s important not to confuse it with post-process effects, colour grading and other factors such as volumetric light shaft objects etc. Saying ‘fog is too thick’ is like saying ‘lighting is too dark’.
Please let us know more exact details of the specific locations and maps where things like this are hampering gameplay (with screenshots).[/QUOTE]
This might be quite an undertaking, but with the emergence of UE4 will there be any migration to the new engine for cutting edge features down the road since the game is still in Alpha?
For screenshots, since the glaze is over the entire screen and we can not go back to previous patches to compare and contrast from our end of things, it will be hard to say spot X and spot Y, but I’ll snag some shots and send em your way 
No idea. Who knows what the future will bring? 
Sounds like you are talking more about the tone-mapper and world post-process more than you mean fog. Improving that is on the list. Still, individual cases of obvious visibility issues caused by fog and such would be greatly appreciated (spot shafts in white chapel, for example).
less fog, more godrays (I fukin love the lightning in Bioshock Infinite) xD
I’m sorry, I don’t see it, headshot level always looks clean to me, overall visuals look fine
It’s most noticeable from an update that occurred a few patches ago, everything just hazy.