I belive everyone knows what FoW is.
The problem is - how to implement it?
At first i thought the obvious - create "fog cloud" object every X and Y.
And this would be okey i gues, for a small layout. lets presume that one cloud would be 128^2 pixels big. Thats about 100 of them for 1280^2 big layout. And as its the same sprite object it wouldnt only impact the CPU, not the VRAM. But what if the layout is 10k^2? now we have about 10k of them. And 10k objects is... troublesome, at best.
So to cut the CPU usage/number of Objects i can adjuct the cloud size twice but then it will impact the VRAM the bigger the cloud would be. So either way CPU or VRAM are burdened.
I though about Canvas but Canvas of this size is like a russian roulette with full barrel.
I could try the 1st + occlusion culling/array i am not sure if i can pull this one out.
Any ideas or tricks comes to your head how to execute this? i cant think of any reasonble solution but i lack the skills and knowledge. And this FoW is something i really would like to have. Or at least know how to use, if not for my current project then for future use.