The way the fog of war is generated in AoC is actually the biggest issue (Game Capture not working is another one). It should be the one of the reason why quality settings lower than "source" look pretty awful, too.
Caption from AoC with all visible / explored (-> fog of war)
Random 12x12 block of the above grass terrain zoomed in & remaining pixels numbered from 1-6:
.gif file to illustrate:
While the human eye seeks for the brigher parts and hence makes us see what's "behind" the fog of war (checkered pattern of black pixels really), capturing software always tries to find patterns in order to become more efficient. This is why we need sort of heavy settings -> so that OBS (or other capturing software) won't create funny blocks due to overgeneralisation effects.
Even in non-fog of war situations this behaviour can be observed. So yeah, after 3 years of experimenting now... still not happy with it & working on it to improve things (now and then lol).
Caption from AoC with all visible / explored (-> fog of war)
Random 12x12 block of the above grass terrain zoomed in & remaining pixels numbered from 1-6:
.gif file to illustrate:
While the human eye seeks for the brigher parts and hence makes us see what's "behind" the fog of war (checkered pattern of black pixels really), capturing software always tries to find patterns in order to become more efficient. This is why we need sort of heavy settings -> so that OBS (or other capturing software) won't create funny blocks due to overgeneralisation effects.
Even in non-fog of war situations this behaviour can be observed. So yeah, after 3 years of experimenting now... still not happy with it & working on it to improve things (now and then lol).