# How can I optimise millions of particles please?

**URL:** <https://forums.unrealengine.com/t/how-can-i-optimise-millions-of-particles-please/2589005>\
**Category:** Rendering\
**Tags:** gpu-particles, unreal-engine, Rendering, question\
**Created:** [July 3, 2025, 11:41am UTC](https://forums.unrealengine.com/t/how-can-i-optimise-millions-of-particles-please/2589005 "2025-07-03T11:41:45Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Anthony\_Attwood](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anthony\_Attwood](https://forums.unrealengine.com/u/Anthony_Attwood)\
**Post date:** [July 3, 2025, 11:41am UTC](https://forums.unrealengine.com/t/how-can-i-optimise-millions-of-particles-please/2589005/1 "2025-07-03T11:41:45Z")

</div>

I have a scene that has 4 million static particles (they never die, and all spawn at one).

They are semi transparent and I can’t use masking. The transparency fades because each particle is fading outwards from it’s centre.

Knowing this, is there any way I can optimise the scene so that a mobile phone could render all of these particles easily?

I was thinking that I could use some kinda of conical culling volume so that it renders only what I can see and upto a certain distance only. But there’s lots of overlay. So even if I do that, I may be viewing a hundred thousand particles at once.

These are GPU instanced.

Does any have any other ideas please?

Thank you 🙂
