Hi there, I am trying to make a large scale ocean with Gerstner waves but the Gerstner waves get worse the more I scale it, The only way Ive thought of fixing this is making a massive extremely high poly ocean but that makes it too laggy, any help with this would be great.
I don’t know your experience in this sort of thing but that’s quite a complex task. TBH you might want to consider an existing ocean simulator from the marketplace. But if you want to continue you may want to consider dynamic tesselation, multiple materials with farther waves containing less complex calculations, use normal maps for distance waves, only calculate and apply Gerstner waves in areas visible to the player or camera and maybe consider LODs if your going to model anything for it
I have solved this by making a plane, with a ocean material, that have lots of polygons close to the player and less further away, and moving the plane according to the player.
Just a Quick question Is Dynamic Tessellation only In Ue 5.3 and above Because Ive been scouring the internet for information and found nothing on 5.2, Im asking this because I might migrate my project to 5.3.
Actually as far as I’m aware it was a thing back in ue4, but with the advent of nanite, it doesn’t work with it so may be being depreciated or is less talked about because of the shift towards nanite, maybe that’s why you cant find anything for 5.2 - in retrospect, nanite might be a better solution especially if you’re thinking of upgrading you engine for other reasons too
From what I gathered Tessellation has been Removed in the newer versions of the engine, And I’ve tried “Virtual Heightfield mesh” But Its too messy and doesn’t work half the time. I’m not sure how to continue, I think my only option is to Migrate to 5.3.