(12-14-2011, 05:38 PM)Your Computer Wrote: FYI: If you use a global fog, you can take advantage of its occlusion culling.
I'll try it out later. But the FPs issues is with the amount of fog areas and lights stacked in areas.
About the occlusion culling, correct me if I'm wrong. But thats using objects to block your view so the computer isn't overloaded with a million objects to draw?
I'm already limiting what you can see with rocks and detail. But withen the confines, theirs just alot of things stacked. And does the global fog reduce your view range? I want the player to look as far as he can, because alot of my work and future stuff has things in the distance that make the scene look really good.
I'm going for a Skyrim type of feel, really large unique enviroments that look awesome.