[sldev] Re: Questions on the particle system

Dale Glass dale at daleglass.net
Sun Dec 2 15:27:14 PST 2007


On Monday 03 December 2007 00:12:37 Dirk Moerenhout wrote:
> In a system only limited by on screen particles you'd soon find out
> that tracking particles takes a lot more time than rendering them.
> Rendering 4096 particles is not a GPU intensive task. They are 2D
> sprites that always face the camera. I rarely see a scene that has
> less than 125K triangles in view so the easy to render particles
> aren't bogging down your GPU.
>
> Dirk aka Blakar Ogre

Sure, the geometry is not complicated. But I've seen a very noticeable drop 
in performance by increasing particle size. That seems to indicate that 
the fill rate is the problem.

And I really don't see why tracking particle position has to take a lot of 
time. There isn't anything that complex there.

If keeping track of particles even if they aren't rendered is a large 
enough burden then I'd just set two limits: on-screen rendering and a 
larger limit for overall tracking.
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