Submarine Translucent Material VS. Exponential height fog and Volumetric Fog

Hello.

I am making a submarine game with windows out into the underwater environment.

Should I use volumetric and exponential height fog or should I use translucent shaders in the window materials to give the look of underwater?

I am aiming for smooth running on laptops with integrated gpu’s so I would like do determine the most efficient method.

I am using UE5.6

Thanks for any help…

those are 2 different things. yes… you probably should use fog to limit the view distance. and yes you should use some form of glass material. refraction is probably cheaper than translucent. but both render after the base pass. so… the level of performance hit is similar. you could also stencil the glass surfaces and add a water “distortion” in the post processing stage.