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.

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.

Thanks, as i assumed :smiley: