Adds light scattering through fog, dust and air.
FPS
High
Visual
High
VRAM
Low
CPU
Very low
Latency
None
What it does
Adds light scattering through fog, dust and air. Resolution and sample count strongly affect the cost.
Games may also call it: Volumetric Light, Light Scattering, Volumetric Illumination
Decision guide
Lower it when
Lower it when the GPU is near full load and the game cannot hold the target frame rate.
Keep it high when
Keep it high when the visual difference is obvious and the target frame time already has enough headroom.
Handheld advice
On handhelds, reduce this one step at a time and retest at the same TDP, resolution and upscaling mode.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
Resolution and sample count strongly affect the cost. This score is an editorial cross-game estimate, not a measured result for every engine.