I have messed around with particle effects, VFX graph, ECS implementations, and am trying to figure out the most efficient way to spawn a large number of particle effects that contain transparent particles. Something like a bullet impact effect, 1000 times a second.
The standard particle system doesn’t seem to be viable because of the large number of batches it creates.
With VFX graph, I noticed that once there are 100+ instances of the effect as different objects it noticeably affects CPU usage. I was wondering if it could be set up to have a single VFX graph instance, and when a new bullet impact is needed, manually set the position of the VFX graph and spawn 1 instance. This way it would only be using one VFX graph and the overhead of all the rendering of the transparent objects would be handled at once.
Are there any technical hurdles of why this wouldn’t be a viable solution?