FFT-Water
#427
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FFT water doesn't look promising at all for 'ground-based' game, since it has passive cost. Basically we will lose fps on frames that do not have any water that way. |
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Greetings guys!
Would it be possible to implement FFT-based water?
There was a DX11 implementation attempt some time ago. The Water does look stunning, shaders and Furrier-based waves.
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