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how about visually faking it in gsdx. an additive stretched or lens projection to make it look farther away. one can also square the fog values to a curve that moves the near fog farther.
just an idea.
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Depending on the technique, you may be able to skip drawing the fog entirely... The only problem being that the fog is there to cover up the lack things being there. How the game handles it, you may just get character "jump in" or there may not even be any ground geometry or anything else. Obviously not the ideal solution and definitely not as sophisticated or useful as completely rewriting it's draw distance code... but on some games it might produce satisfactory results (again if you don't mind pop-in).