How to optimize performance with a large number of particles in Niagara?

Hi everyone,
I’m working on a Niagara effect in Unreal Engine 5.3 that requires handling thousands of particles at once. However, I’m noticing a significant drop in FPS when the particle count goes beyond a certain point.
I’ve already tried disabling collision, limiting particle lifetime, and reducing the spawn rate, but the performance gains are still minimal.
Does anyone have tips or best practices for optimizing Niagara systems when working with large particle counts?
Thanks in advance!

Baking the particle effect to a flipbook and using that flipbook as sprites in a new NS usually saves quite a bit of performance.

The official documentation of how to do this:

YT video showing how to do it: