this post was submitted on 17 Jun 2026
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[–] Triumph@fedia.io 9 points 11 hours ago (2 children)

The whole reason for the misty hazy setting is because the hardware of the day wasn't capable of rendering well. They fuzzed it out so it didn't have to be rendered.

[–] mindbleach@sh.itjust.works 7 points 9 hours ago

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.

[–] Kolanaki@pawb.social 10 points 11 hours ago* (last edited 11 hours ago)

One of the first remasters fucked it up, too, by not having the fog so a bunch of holes, gaps, and other things you were never meant to see in the level geometry were very much visible.