On my current project, we are limiting our animations to 15fps for artistic reasons. Currently we are achieving this artificially by quantizing our particle age/position etc so it appears to be running at the slower framerate.
I was curious if there was a way to limit emitter updates at a more fundamental level to save ourselves some cycles. If we were able to do this for most of our emitters it would likely be a substantial savings for the game as a whole.
I did a little digging but didn’t have much luck. ‘Max Delta Time Per Tick’ in emitter properties seemed promising but that’s sort of the opposite of what we needed.
We are on 4.27 fyi. Thanks for the help! -Bob