Before we create a bug report, I would like to get some clarification and perhaps a screenshot of your “Cascade” set up. Firstly, are these explosions happening within short succession or all at once? Estimated, how many particle effects are in your level as well? And what is the lifespan of these particle effects? All of these are a factor as to why you are seeing your issue.
A 10,000 GPU particle explosion is quite large in itself, and having multiple iterations of these spawning within short succession throughout your level will definitely see a performance hit. If you are attempting to spawn this particle effect multiple times throughout the level either at one time or within a short time period of one another, you are hitting the “ceiling” of your GPU’s ability to render these effects.This “ceiling” is set pretty high by default in order for multiple GPU effects to occur at once.
I would suggest reducing the amount of GPU particles of your particle effect within cascade to optimize the effect. You will still be able to have a very strong explosion effect without having them disappear almost immediately after being spawned. As for where the purge is occurring, that is hardware dependent because it is based off of your GPU.