Many small VFX or one large one controlled centrally?

In shuriken the cost of each component is high so it’s better to have one large system and emit particles by scripts for each “client”. For example machine gun bullet impacts.

I was wondering if this is the same for vfx. Any benchmark?

Hi, yes at the moment, to maximize performance, it’s better to keep the number of active VFX components low.
We plan to add some VFX systems instancing that will allow VFX to scale a lot better with number of components.

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Wow I really appreciate the forward thinking.