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studying a lot of games pre-2015 and it's making me realize just how badly modern titles over-rely on volumetric fog, I get that it's more "accurate" but it's so much more washed out and blurry... it feels like we lost something transitioning away from billboarded planes/particles with shaders

this does also mean I will try to do as much shader trickery as I can to replicate that old feel, fake spotlight and fan-lighting volumetrics my beloved

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from my observations, opacity is determined by screen space normals, proximity and ambient occlusion, with an animated noise mask to make it look foggier though it depends on the location

Wait what, 2015 is considered old? 😭😭 We used to fake volumetric with polys using a gradient additive blend. Worked well from most angles as long as you placed them carefully, and you faded them out when the camera was close. Didn’t work on PSOne due to UV warping

time is relentless isn't it? i've been more appreciative of how games used to fake things, there's this thing of fidelity getting higher but lower quality at the same time starting around 2016 a plague of muddy-mushy graphics that I hoped would improve, so I'm being the change I want to see