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Performance

Measure in the target scene with the target camera and a representative number of moving objects. Compare one setting at a time.

Cost you observe First controls to inspect
Expensive reflections Texture Scale, Update Every N Frames, visibility/distance restrictions, capture layer masks.
Many overlapping wakes Wake Spawn Rate, Min Distance, Max Visible Wakes, Fast Wake Calculation, Fast Wake Foam.
Dense rain or many random ripples Ripples Per Second, active visual ripple limits, Shader Refresh Rate, and Max Physics Sample Ripples. The current analytical implementation should be profiled on target hardware.
Ripple upload/sample cost Shader Refresh Rate and Max Physics Sample Ripples. Lower upload frequency does not stop the shader’s time-based animation.
Excess geometry Base Resolution, distant detail settings, Ripple Patch Smoothing, floating-prop subdivisions.
Many floating objects Float-point spacing/count and physics ripple sample budget.
Expensive decoration Debris count, footprint peak sampling, light-ray counts/layers, and prop deformation.
Many automatic current targets Affect Layers, target mode, and collider scan limits.

Reducing visible ripple limits changes which ripples reach rendering; reducing physics sample limits can also change sampled movement quality. Validate appearance and floating/swimming behavior after tuning. Do not rely on universal frame-rate estimates: the guide provides controls, not hardware-independent performance guarantees.