Why do deactivated particle systems take a lot of GPU performance? I need a lot of deactivated particle systems, which are sometimes getting turned on. Should I be deleting and spawning new PS? But It does not sound like a much better solution.
hmm thats odd. normally deactivating an emitter should not have such an impact. what are you deactivating? a 1000 drawcall beast?
can you give us (much) more information about the systems?
How are you deactivating them?
we will need way more info to give advice.
Sorry for delay. It actually was a weird memory leak. Editor suddenly consumed 14GB of RAM and generally this was the case of an enormous slowdown.