Hey~
I have a scenario where I’m developing a bullet hell-style game. Each bullet is implemented as an Actor , and this Actor contains a UNiagaraComponent to render the bullet’s visual effect (a glowing orb with GPU Compute Sim). If my game spawns up to 1,000 bullets simultaneously , is there a way to optimize performance by GPU-batching the sprite renderers across all 1,000 Niagara effects?
thanks
hi thanks! But I want to reduce the draw call ,Because there could be thousands of particle systems and each particle systems contains one particle.
how can I reduce the Draw call count ?
In the provided tutorial, this section covers how to reduce overdraw and shader complexity in your Niagara systems.
As an alternative, since your bullets are different actors, the pipeline for actor merging could be useful for your setup. You can learn more about it here.