You’re right, FSX (and even FS98!) accomplished using distance fog by not having a volumetric atmosphere and having no other options at the time. Even Doom and Duke Nukem accomplished having distance fog. Now that we’re in the modern era with much better hardware, volumetric fog in a volumetric atmosphere is the new standard, which is far superior in every single way, especially for training. Kinda like how having AI-generated 3D cities with satellite imagery is far superior to grey polygons on the ground representing cities. Now we just need to be able to fine-tune the atmosphere grid\voxels so that we can have precise control over cloud density, temperature etc of each grid cell. That would allow us to set up scenarios with low visibility where we need it to be. In my opinion, that would be much better than going back to the stone age.
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