November 2019
Intermediate to advanced
404 pages
12h 9m
English
Particle Systems are useful for a huge number of different visual effects, and usually, the more particles they generate, the better the effect looks. However, we will need to be responsible about the number of particles generated and the complexity of shaders used since they can touch on all parts of the Rendering Pipeline; they generate a lot of vertices for the frontend (each particle is a quad) and could use multiple textures, which consume Fill Rate and memory bandwidth in the backend, so they can potentially cause an application to be bound anywhere if used irresponsibly.
Reducing Particle System density and complexity is fairly straightforward—use fewer Particle Systems, generate fewer particles, and/or ...
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