Make the snow fog dissapear when inside a building

Pretentious_Astronaut shared this feedback 19 months ago
Submitted

I have been playing in the new update and i noticed that the fog would not dissapear when the player is inside the building. I wish that could be changed. And the snow particles of heavy snow are still raining when inside a building. But not for light snow though.

Comments (7)

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Having it snow underground is immersion breaking and really annoying.

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Got to agree. I have no problem with the fog an heavy snow being such big navigation hazards if you can do something to avoid it (like staying inside or going underground). Even if it was necessary to make the ship pressurised I would be find with that as a requirement. Hunkering down inside a patched up building would be very thematic after all.


But when you are just as blinded inside a pressurised building the fog is ridiculous. You might as well just sit in your rover and wander off to put the kettle on.

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I Think the Scripted Weather is currently a placeholder till they actually fully implanment a weather system game wide, other than by creative commands

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You don't make a new DLC with an irrevesible, game-breaking placeholder.

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The "Weather" as i put it isn't part of the "DLC". It's Limited functionality is only used by the DLC for immersion as theres currently no Functional system other than by scripted events to change from one weather to another.


as such isn't enabled by default in new games yet. you have to go and enable administrative menu and use commands otherwise.

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'Frostbite' is part of the DLC, and is using the weather by default. Argue semantics all you want, but you're still wrong.

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i have my doubts they even care enough to address the issue

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This is still a problem in Sparks Of The Future.

Although fog disappears when you go deep inside a hole (and that's still not perfect, because it disappears everywhere, I can see clear sky from the end of my cave), it does not inside airtight spaces.

Some say it's because the game uses some post processing effect, yet, that's not impossible to achieve, you can use an not so efficient method based on high transparency particles, or otherwise a shader.


Sphere fog density example:

https://www.shadertoy.com/view/XljGDy


My own "cheap" particles implementation:

https://twitter.com/Toshiwo_AK/status/1228706611910320129?s=19

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Unfortunately this kills performance on a game as space engineers. You would have to spawn in thousands of physics based particles to achieve a half way decent effect. And before spawning you would have to check for each particle whether it is in an oxygenated environment or undeground.

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in minecraft it works quite well, and I don't see that it affects performance.

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In Minecraft there is no volumetric fog. Physics based snow particles

are already in Space Engineers. There is no snow inside buildings. The problem is the fog.

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The fact is that space engineers is just a bad game, a learning prototype that, like medieval engineers, was even abandoned due to the producers' lack of capacity.


What they want is to create new things, without fixing the old ones, because the new ones make money and there is no need to improve their skills, which are very poor ^^

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There are beautiful examples of modders with much more capacity than the developers themselves. And look, these modders are just kids playing on their PCs kkkkkkkkkkkk

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Do you really think that the mods that are actually popular on the workshop are made by "kids playing on their PCs"? I can assure you, they are not. They are made by talented people, most of whom work in the IT sector professionally and dedicate a lot of time and effort into their mods. Those are not amateurs!

It is true that SE has some long standing bugs, but those are not due to Keen's incompetence. Delivering software that is 100% bug free is almost impossible especially when you support more than one uniform set of hardware. And when physics calculations get involved it gets even more complicated.

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Still a thing, vote !

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To everyone wondering, why this is a thing.

The fog in SE is a postprocessing-effect. It fades the screen pixels to a certain color based on the distance to the camera. Disabling this effect indoors would lead to sunny weather whenever you look out of a window and completely replacing it with volumetric fog would heavily impact performance.

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I kinda understand what you mean, but AFAIK distance fog should allow some parameters, and actually apply from a certain distance, as a matter of fact that's what happens already in SE:

https://preview.redd.it/lsa98nyus9751.jpg?width=960&crop=smart&auto=webp&s=9a286d9da7613275949fc7ed5fcc4c434b51cbeb

Closer objects look less foggy.

So in my opinion is just a matter of changing some min distance parameter dynamically as you move inside a cave.

That, unless Vrage does not have that parameter and thus requires an engine update, a thing that we'd unlikely see in the near future I guess.


I used to play around a lot with Godot engine, that have a couple of cheap fog effects, and I'm quite sure I can tweak those parameters dynamically.

Particle based fog is another level, and yet they might have a cheaper version using particles only locally (i.e. to a max distance), then add depth fog as they do but from a higher distance.

And the fog density shader I shared:

https://www.shadertoy.com/view/XljGDy

Actually does work on local volumes, and it's a shader, not particle based.


Plus, even if now I can't access the topic anymore (bad sign), I remember Keen replied that they are going to work on weather in the future:

https://support.keenswh.com/spaceengineers/pc/topic/weather-effects-inside-ships-and-buildings

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First of all, awesome to meet another Godot enthusiast. But the problem here is exactly that it's a) difficult to detect whether an Engineer has entered a cave (currently SE does exactly this based on the planets heightmap) and b) you would see clear sky when you look outside of the cave. Point b is the reason why the fog slowly fades away the deeper you go into a cave.

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Godot is a promising game engine, I was (3D) gamedevving almost every day before becoming addict to SE....


More or less I'm referring to something like this:

https://imgur.com/gallery/aFJYBKK

As you can see from the clip, the fog can start from a desired, and variable, distance from the camera.

Playing around with that, you can actually obtain something better than what SE is doing right now, as you go deep inside a cave all fog disappears, including outside. Yet using a depth fog as Godot's you can obtain a yet not perfect, but better effect, keeping fog outside.


Yet a depth shader woud be even better, as you can make it local, aka from any window of a pressurized environment.

This could be easily adapted to achieve that:


https://www.reddit.com/r/godot/comments/jpreaw/i_finally_figured_out_how_to_make_a_working_depth/


But the examples are from Godot, I don't know how Vrage handles that, I guess this kind of post processing was just recently added, so it's very likely they have more limitations than Godot.

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SE already uses depth based fog and also some fading when you move deeper into the terrain. The main problem with their solution is that it only utilizes The natural terrain height and doesn't work with player bases. I recorded a quick video where you can clearly see the fog fading away as you move towards the planet's core.


https://imgur.com/a/RkRY6MC

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Really hoping some kind of fix might come out at some point for sand / snow storms filling up my large grid bases and rovers with smoke and dust to where I feel like It's not pressurised at all.