But games often use bloom to simulate the first part as well.
I think this must be handled more carefully. Maybe deferred rendering provides opportunities to improve in this area.
the air will scatter some of the light, causing a 'fog' around the source.
I may need to take some pictures to show what I mean. I'm not talking about scattering through fog, atmospheres or other thick participating mediums. I'm talking about surfaces. I'm pretty sure it's not simply chromatic aberration in the lense of my eye. I've been looking for good pictures to demonstrate it, but nothing shows exactly what I mean quite so clearly.