Why do modern gamers fear the draw distance fog monster?
>>739860842Legend has it that beyond the fog is an invisible wall that prevents us from learning that the world is flat
how do you mean? modern games have render distance fog in it as well
>>739860842Minecraft.It's purely advantageous in Minecraft to have as many chunks loaded as possible, as it makes the game look better, but it requires an insane amount of power to do so. I really don't remember people caring much before that except in really extreme cases like Morrowind because turning off fog in games like SA just made the game look worse and run like shit.
The draw distance is there; it's the CONE OF INTERACTIVITY that is now being left wanting.For if you make a map look immersively large, only for the immediate area being interactable, the immersion is ruined by the reality that it's nothing everything in the distance is visual fluff. The only game (engine) that I know of that allowed theoretically unlimited interaction distance, was Fallout 4... crashes, and the pointless nature of enemies so far off in the distance that you cannot even snipe them, notwithstanding. Indeed, it's apropos that GTA:SA is used in pic-rel, as it was the first game in which I began noticing this becoming an issue -- sniping, for example, was near pointless, given that nothing spawned very far from the player character.>cone of interaction >>> view distance
>Fly plane>Suddenly crash mid-air>Game took too long to load a fuckheug tree inAnd that's what killed any fun with planes I could've had in San Andreas.
>>739860842Is there some compelling reason every single fucking nigger making comparison screenshots like this always goes to the same spot in each but WON’T EVEN TRY TO LOOK IN THE SAME DIRECTION?
ANTI SOUL GAS