I don’t even really have that complex of a suggestion. Just better fog. Also, variance in the amount of fog on a day by day basis, so it’s not the same every day.
Fog can also carry Radioactive materials and toxins.
Perhaps the areas around a deadzone could have toxic fog, that would temporarily extend the reach of a deadzone slightly.
volumetric fog is an difficult thing to manage, but if i remember correctly, unreal has systems for it that will look like your suggestion built in without any major coding.
fog isnt even that intensive to begin with. it’s not about optimization its about making something that looks good compared to 3.0’s “make everything more grey” form of fog
I think creating a fog like smoke would require a lot of the player’s equipment (I foresee some computers exploding ), but it would be very beautiful in the game.