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