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.
