Description
Because of how the depth is calculated, all fog types (linear/exponential) cause the edges of the user's field of view to have less fog than expected. This is common in older games, for example, where the depth is calculated as a straight line instead of a curve.
Arguably not a bug in the strict sense, but the symptom is something that some users have pointed out as a problem.
To Reproduce
Steps to reproduce the behavior:
Make a new room.
append the URL parameter: ?debugLocalScene and reload the page.
Result: things along the edges are more visible (less foggy) than they should be, including the large distant text that should remain illegible when standing in the yellow circle.
Expected behavior
Fog should remain a consistent density at all angles from the camera.
Description Because of how the depth is calculated, all fog types (linear/exponential) cause the edges of the user's field of view to have less fog than expected. This is common in older games, for example, where the depth is calculated as a straight line instead of a curve. Arguably not a bug in the strict sense, but the symptom is something that some users have pointed out as a problem.
To Reproduce Steps to reproduce the behavior:
?debugLocalScene
and reload the page.Expected behavior Fog should remain a consistent density at all angles from the camera.
Screenshots
Hardware
Additional context This article explains the problem and how to avoid it: https://www.tomlooman.com/unreal-engine-distance-fog-material/