Quote:
Originally Posted by Rumcajs
I believe that the micro freezes associated with particles are because of many new objects need to be created instantly and delivered to the grafics card. Clouds remain there as a part of the environment. They don't change over time.
Not that I'm an expert on programming particle effects so take it with a grain of salt.
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Usually you have only one particle geometry quad loaded into memory, and use that to render all particles and/or you have a big enough limited array to store all that particles/transformations even when they are not necessary and/or you have all particles quads geometry joined and real time z-sorted recalculated in only one big dinamic geometry, wich is extremely fast for rendering.
Fieldrate and/or z-sorting are the mayor particles common problems. Fieldrate is usually not so problematic with good GPUs, so that could not be the problem here thought. Z-sorting are only a problem when you are sorting a very huge amont of particles.
But I don“t know what the problem can be here.