Best practice for scene-wide dust particle effect

I want to use the particle system to creating floating, slowly moving dust particles through the entire scene. I’m wondering what would be the best practice to do this efficiently - just making one enormous scene-sized emitter seems like it would be inefficient (wouldn’t it be rendering or at least tracking particles generated way off in the distance?).

I’ve considered the following but wasn’t sure what would be the best option (or something else), and these are my concerns with each:

  • Giant scene-sized emitter - seems inefficient as noted above
  • Smaller particle system centred on and following player - The particles themselves shouldn’t move with the player. I understand setting Simulation Space to World stops this, but also the room should appear constantly “dusty”. When the player moves, the room would be dust particle free until the emitter generates more of them in the new location
  • A grid of particle systems across the scene, and a script to turn on/off emitters as the player gets within or out of range - seems more effective, not sure if best practice - would mean a ton of copy-paste particle systems in the scene. Doesn’t “feel” right.
  • A small grid of emitters around the player (let’s say 3*3 grid with the player in the centre) that are repositioned by script as the player moves (see diagram) - this is my favourite idea but I can’t help feel I’m overcomplicating this

Whats the best practice for achieving this effect? Am I on the right lines? Is there a far easier answer I haven’t considered?

We use 2.) although centred on the camera, not the player. So long as the emitter volume is slightly larger the viewing frustum of the camera (so that you don’t get the noticeable “gap” you refer to when the camera moves) it works great.