Hey there @Ivan3z! When I see an issue like this it’s either due to net relevancy or the visual culling. In your case, I’m banking on the fact that because it’s actually showing when close to in view it’s actually bounding box related. Since (GPU)particles need to be on screen to be rendered, they are handled by a bounding box and if outside of it do not render at all as a performance measure. You might be able to increase the bounding box to force them to render for all in the area. Give that a try and let me know how it goes!
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