Disabled Particle Systems taking up Performance

I have a game with lots of disabled particle systems waiting to be triggered. However, these particle systems are sill taking up alot of performance in the game even while not emitting particles.

Most of these particlesystems are attached to pooled bullets and explosions. If I instantiate the particle effects instead, the spawning would take up even more overhead. What should I do?

Thanks
Roger

What version are you using?
What do you mean by disabled, the GameObject or system is disabled or they are just not playing?
How do you know they are taking up the performance? Is this from the profiler?

The particle systems have emission disabled.

I noticed the performance in the profiler.

There was an issue where empty systems that are active would still use resources, this is fixed in 2017.2. Sounds like it could be that.

I disabled the gameobjects with the particlesystems using gameobject.setActive(false) and also disabled emission for the particles but they are still taking up performance.

When I delete the gamobjects with the particlesystems from the scene, the performance gets better.