quest fog?Do you know how to improve the performance and efficiency of FOG in Unreal 4?

thx for your idea
will look into the PDepth
I’ve found fog cards and light shaft cards
everything is too flat and you notice in vr
not having a good fog shader system kills the ambiance in q2 native apps
even a bit of world offset foliage wind makes it jitter.
pixel depth is a volumetric material exp?
who would think a bit of swirling fog would be too much for zuck’s metaverse baby.