I've always used Optifine to remove it, as well as disabling it in my mods so it is removed regardless (in particular because I flattened out bedrock and lowered the bottom of the world by 5 blocks to make more use of the space underground, so void fog would be much thicker).
Also, I don't see how it affects performance, any more than the regular fog, which I've always assumed is the same thing (a look at the code suggests so, same for the Nether fog), except void fog is black (similar to how the void itself goes from blue to black when you go below sea level); using Optifine to enable/disable fog in general or void fog in particular has zero effect on performance (despite Optifine saying that fog is slower, especially the "fancy" fog setting, the default fog in the game, independent of the fast/fancy graphics settings). Unless they were doing something like changing air blocks themselves to reduce visibility through them? That makes no sense at all...
Can't say I'll miss it. A few people say it added atmosphere to the deepest undergrounds but I didn't feel that at all, I'd much rather go for more ambient sounds like low pitched cave singing, more advanced / deeper lava sounds, and maybe cosy, quiet fire snarking from torches. Then there's lighting, the simplistic, monotonous lighting in MC isn't exactly drowning in atmosphere, I'd be all for coloured lighting and lighting that can "dance" like light from torch fire or lava.
Don't get me wrong, fog has its place in atmosphere, but stand-alone it does nothing for me. The game has long ways to go in the atmosphere department.
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Well I'm upset, I was using as atmosphere in parts of my map, like high mountains and swamps... they should just remove clouds too while they are on it.
What I think is hilarious is rather than recoding their game to make it optimal (it is on every platform available now, kind of a huge cash cow), they are polishing a turd that is their antiquated and obtuse code format/ system.
MogMiner wouldn't have removed it if it was a widely liked feature, he removed it because the way fog was rendered was inefficient and hardly anyone actually liked it, making it a needless performance impacting element. Don't jump ahead of yourself and think fog will never come back, not even Mojang knows what they might add to the game later on.
You will always find at least 1 person who dislikes a change, yes, even if they removed Bane of Arthropods.
I'm pretty sure the performance boost was removing air blocks from being ticked. Smart idea really, air blocks are generally presumed to be empty space, not blocks, even though, technically, air is a block since 1.7. I suppose removing the void fog would be a small performance boost, as the player's height wouldn't need to be tested regularly to see if the fog should render. Then again, what lag is a simple:
if (player.posY <= someHeight)
However, it's more than likely the game uses (more) complicated math to get when to render fog. Plus, I'm fairly sure that packets are probably involved to send player data to the client for rendering. Anyway, the air blocks no longer being ticked was more than likely the main optimisation.
There was more to void fog than that. If you were in sunlight, no void fog would ever show up, until you left the sunlight. This is probably why the air was ticked, for sunlight checks. Regardless, who even liked void fog? Everyone I know, myself included, hates it with a passion. All it does is make it hard to see down there, and you can find the most valuable stuff before void fog ever came into play, so it really didn't make it tougher to get diamonds or anything. Just purely annoying. Glad it's gone.
I don't mind void fog being removed, myself. It was cool as a deep-mining mechanic, adding some creepy atmosphere, but if it contributed to lag issues, then better it just get removed. It would have been better if it was a selectable option, especially since it apparently affected performance.
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