Turok? Sure. Silent Hill? Ehhh. This game’s fog is a technical achievement that required rendering every polygon twice. It was an obstacle to performance as much as it disguised the draw distance. The simple fix would have distant polygons fade to black… like Syphon Filter.
Silent Hill 2 double no, because that game used so much fog deliberately that later machines couldn’t render… the fog. The PS2 had a disgusting fillrate, and simply layered z-buffered triangles, numerous and deep. The 360 port looked worse because it was not designed for so much alpha blending.
Turok? Sure. Silent Hill? Ehhh. This game’s fog is a technical achievement that required rendering every polygon twice. It was an obstacle to performance as much as it disguised the draw distance. The simple fix would have distant polygons fade to black… like Syphon Filter.
Silent Hill 2 double no, because that game used so much fog deliberately that later machines couldn’t render… the fog. The PS2 had a disgusting fillrate, and simply layered z-buffered triangles, numerous and deep. The 360 port looked worse because it was not designed for so much alpha blending.
Siphon Filter? Oh, maan, that takes me back! Perfect Dark & Golden Eye, too. Damn.