Performance
What Tidal 2 optimizes for you, and the knobs that matter in order of impact.
Tidal 2 does a lot of scaling automatically - the underwater stack, planar reflections, and mask passes cost nothing when nothing on screen needs them. When you do need to tune, work down the list of knobs below; they are ordered by typical impact.
Automatic (no user action)
Handled for you
- Dry skip. When the camera is safely above water with no visible cross-section volume, the entire underwater stack and the from-below surface passes record nothing. Hysteresis prevents oscillation near the waterline threshold.
- Planar pause. The reflection camera disables while it is more than 1 m below the waterline (nothing on screen samples it there) and resumes instantly on surfacing.
- Mask culling. Off-screen cross-section volumes are frustum-culled on the CPU and cost nothing; with no masks anywhere, the mask pass does not run.
- Per-body gating. Bodies with Has Underwater off never pay any from-below cost.
- Fixed-size caustics. Caustics are a fixed-size baked tile (resolution set by the material dropdown) that repeats to the horizon at near-zero cost.
Knobs, in order of impact
Start here: Vertex Density
- Vertex Density (TidalBody → Core, range
8-400, default15) is the single biggest mesh quality/cost knob - it sets the vertices per tile side, so cost scales with its square across every rendered tile. If a scene is geometry/mesh-bound rather than underwater-bound, this is the first thing to lower. - Each extra Point of Interest adds a high-detail region (and interaction coverage), so keep the POI list to what actually needs detail.
The list below is ordered for a typical underwater-heavy scene. For open-ocean or top-down scenes with little underwater, mesh cost (Vertex Density + POIs) usually dominates - tune it first.
- Volumetrics Resolution (renderer default or per-body override). Fixed budgets (Half Screen / 1440 / 960 / 720 / 480) decouple volumetric light cost from display resolution - the buffer is blurred by design, so lower values mostly soften the glow. Same cost at 1080p and 4K.
- Volumetric Lights / God Rays toggles. Underwater point/spot lights are capped -
at most 8 contribute to the volumetric march. The material's
_UWLightStepssets the number of march strata. - Planar reflections. Lower Downscale, reduce Update Hz, shorten Distance, trim the Reflection Mask, or set Planar Reflection Strength to 0 (which disables the reflection camera entirely).
- Vertex Density plus the number of Points of Interest. The single biggest mesh quality/cost knob; each POI adds a detail region.
- Canvas Tile Resolution and Max Lod - the interaction canvas simulation cost (foam / wake / flow layers).
- Caustic Resolution (on the material). The caustic tile bakes every frame from the live FFT, so its resolution dropdown scales that bake cost.
- Physics field Update Hz. The CPU readback cadence for water queries - lower it when gameplay tolerates a slightly staler height field.
- URP Render Scale. Raw fill-rate lever; the water surface shading is inherently per-pixel, so render scale is the last resort for GPU-fill-bound scenes.
Note: Deep Body Max Depth values do not cost performance - keep them
generous with big waves. Disabled interaction-canvas layers and disabled subsystems cost nothing,
so turn off what a scene does not use.