One of the most difficult tasks has been the representation of smoke and fog. In very old games, fog was just a simple visual screen; you gained 3D speed as the maximum visibility was limited and the graphics card needed to draw fewer objects. Now fog and smoke are employed in a targeted manner in order to achieve a graphical effect that simulates cold, haze, fog or smoke in reality. The game World in Conflict has set new standards when it comes to explosions, for example. The whirling dust clouds are amazing, and the right camera position makes them look extremely threatening.