Render thread hitches on mip streaming for particle systems

Hi,

thanks for reaching out. Do these hitches only occur the first time the particle effect spawns or does it happen every time? In the former case, the hitching might be alleviated by preloading the effect and keeping the highest mips resident in GPU memory so they are ready to render immediately when needed. You can experiment with increasing the LOD bias in the particle’s texture settings from 0 to 1 (this will drop the highest detail mips and reduce the texture size upload by 75%) or setting the “Never Stream” option to always keep the texture and all its mips in memory if there is room for that. Another option is to lower the spawn rate to spread the particle spawning over several frames to prevent large bursts.

Let me know if this helps the hitching.

Thanks,

Sam