I had the same question and played around with the setting a bit. r.volumetricfog.gridsizez 2 reduces the fog quite significantly outdoors. I think it looks good this way. But then you have to change it back to r.volumetricfog.gridsizez 138 whenever you are indoors.
Why do game developers do this anyway? It always looks like crap. Players want clarity, not fog. It makes sense if you're using it to hide long distance, but in recent games it doesn't hide anything. It just makes everything have washed out colors.
Edits like these are a double edged sword, as pointed out by the author. In the submitted image I agree that disabling the fog creates a more pleasing view, but that's not going to be the case in other scenarios. r.volumetricfog.gridsizez is used broadly to make scenes more atmospheric in different form factors. If you disable it its going to have big upswings and how certain scenes are portrayed. For better or worse. This is not a simple toggle like for Chromatic Aberration which really doesn't lends itself at all into the makeup of a level and is completely safe to remove.
See for yourself in this example.
ON - https://a.l3n.co/i/YZ9j8e.png OFF - https://c.l3n.co/i/YZ98IM.png
Listen, you do you. I don't really care what people get up to in their games. Just wanted to provide some additional context in case you're considering using this tweak.
exaclty sadly in this game u cannot remove just distant fog and leave volumetric spotlight for example, or volumetric rays sunlight, at least not in this way, but in grand canyon looks awesome without it, better thing it's to use it through console command to enable and disable it when it's needed.
I'll also add that depending on what part of the game you are in the are some low quality lods, especially trees. the fog helps blend them in. I really wish we could disable only outdoor because I can live with the lod, but it does make interiors less atmospheric. It also makes interiors darker because there are no longer light rays.
I mean, "volumetric fog" exists in real life, too. But the distance where it becomes noticeable in reality is a lot larger, like, several kilometers, and it's not as intense. Game environments are quite a bit smaller, but the fog creates the impression that things are much farther away than they actually are, and also obfuscates the fact that things are not rendered at larger distances. It's all part of the trick box that scene creators have to use to give the player the illusion of being in a large and super detailed environment.
Yes r.VolumetricFog=0 disables outdoor distant fog but causes a bug with interior lighting where they are super fogged. r.VolumetricFog.GridSizez=1 disables exterior and interior fog properly.
r.fog or fogdensity command doesnt work in this game because the game use different way to fog the game, r.volumetricfog will disable it but interior magically will be all fogged
the game has been flawless for me as far as fps goes but i noticed that removing fog like this actually tanks my fps down to the 20s in VR of all places. no idea why it's just there, it's fine in the open world wandering around. i've removed it for now but it's too bad cause it looked great
32 comments
r.volumetricfog.gridsizez 2
reduces the fog quite significantly outdoors. I think it looks good this way. But then you have to change it back to
r.volumetricfog.gridsizez 138
whenever you are indoors.
It makes sense if you're using it to hide long distance, but in recent games it doesn't hide anything. It just makes everything have washed out colors.
See for yourself in this example.
ON - https://a.l3n.co/i/YZ9j8e.png
OFF - https://c.l3n.co/i/YZ98IM.png
Listen, you do you. I don't really care what people get up to in their games. Just wanted to provide some additional context in case you're considering using this tweak.
EDIT:
Sorry that was
r.volumetricfog=0
ONOFF
[SystemSettings]
r.fog=0; disables fog
r.volumetricfog=0; disables volumetric fog
to disable one or both.