The visibility of distant objects within a three-dimensional environment is often limited by atmospheric effects. This visual limitation, commonly observed in both natural and simulated environments, reduces how far one can see. In computer graphics, this phenomenon is deliberately implemented to manage computational resources, simulating the scattering and absorption of light by particles in the air. It creates a gradual fade, obscuring objects further from the viewer.
Limiting view range in this way offers a significant advantage: reduced computational overhead. Rendering distant objects requires considerable processing power. By fading out objects beyond a certain point, the system avoids calculating and displaying them, freeing up resources. This is particularly critical in complex scenes with numerous objects and intricate details. Historically, this technique has been essential for achieving playable frame rates on limited hardware.