Controls wave simulation, ocean geometry and interaction detail.
FPS
Medium
Visual
High
VRAM
Low
CPU
High
Latency
None
What it does
Controls wave simulation, ocean geometry and interaction detail. Large bodies of water can combine compute, geometry and reflection costs.
Games may also call it: Ocean Quality, Wave Quality, Ocean Physics
Decision guide
Lower it when
Lower it when busy scenes hurt 1% lows, CPU frame time is high, or the GPU is not fully used.
Keep it high when
Keep it high when the visual difference is obvious and the target frame time already has enough headroom.
Handheld advice
On handhelds, test this in the busiest area rather than an empty scene; CPU-heavy options often show up in 1% lows before average FPS.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
Large bodies of water can combine compute, geometry and reflection costs. This score is an editorial cross-game estimate, not a measured result for every engine.