NightAntilli said:
Not only on how they look. Volumetric fog actually uses more resources. The volumetric fog is also used to improve the lighting effects. As for the fog hiding details, I think you should take a look at this first: http://www.eurogamer.net/videos/alan-wake-welcome-to-bright-falls?size=hd |
one scene is not the whole game though. Watch the video follow my light and fight with light and tell me that the fog (and walls, for that matter) is not limiting draw distance. I understand that it's more intense than draw distance style fog, but it still helps cut down the amount needed to be displayed. That video you linked is great, but I'm sure we can figure out what the "fog" is in that scene too. Also, there are many portions of the game which take place at night. That cuts down considerably on texture requirements.
Back to that water scene, it could be that because everything is at a far enough distance, it only requires a little extra processing power to make them look real. Notice also that nothing in that scene is moving, except the boat. Processor slowdown usually occurs when things need to move around. If you have a static environment, it's easier to shift the resources toward graphical detail. But I digress. It's still a beautiful game, but if you're looking for the "sacrifice" that's it, although it is very cleverly concealed.