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Performance Hit: math based water vs. texture based water?

Hi,

i want to create water within UE4. Shall i make it math based or with texture samples? What is the better solution regarding performance.

Thanks in advance.

Kind regards.

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asked Oct 08 '14 at 08:13 AM in Using UE4

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sgwavecrew2
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The answer to this is that texture samples are almost always faster than procedural generation. You're talking about looking up a value versus calculating the value first. That said, the best results will probably be a hybrid. You can use maths to calculate the large details, and textures to add small variation. You may find you get better performance by baking all the calculation to textures, though.

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answered Oct 08 '14 at 01:20 PM

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Hoeloe
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avatar image sgwavecrew2 Oct 08 '14 at 02:32 PM

Thanks, as i assumed :D

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