Particle behaviour on different machines

I’m wanting to know if anyone else has had any issues with shuriken particle systems behaving significantly differently on different computers. It makes sense for performance/fps to vary depending on the capabilities of the PC, however I’ve found that particle systems (more specifically, the forces applied to them) are behaving differently.

In one scene, I have shuriken mesh blood cell particles flowing down the inside of a vessel, their motion a mix of collision and ‘force over lifetime’ (to help give a varied, pulsing motion). On my build PC the forces have been tweaked for the particles to approximately follow the vessel, however when running an exported executable I’ve found all the forces appear to be approximately halved, with particles dying off long before they reach their intended destination.

So I ended up doing some more digging and found a couple of other people with similar problems. Seems like the problem is with the ‘limit velocity over lifetime’ property of the shuriken particle systems.

The rest of the particle system is framerate independent, but not this section apparently! I guess it’s just a bug for now. I’m going to try and work to a vsynced framerate at 75FPS and modify the ‘dampen’ value in my current systems so that they will behave has desired at that framerate, it’s an annoying workaround, but the best solution i can think of right now.

the development machine is running a quadro k4000 GPU, while the test machine runs a Radeon R9 270

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