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Stop simulating particles out of screen

Hi! I’ve noticed that particles even when are culled thanks to the occlusion and particle bounds, they continue simulating and consuming some CPU. This makes sense when you don’t want, for example, stop an explosion if the particle goes out of the screen, but for example for a infinite fire particle in some large map this behavior is not needed. There is some way to stop simulating completely the particle when this one is out of the screen?

See: Particles take some draws and ms even off screen space - Rendering - Unreal Engine Forums