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DX11 Particles performance - multiple systems or modifiers

Hi all !

I am using 4 kinect emitters (with depth streams from a harddrive) and want to be able to set particle color and size for each of them. What would be the most efficient way performance wise?

  1. one system, using selections and modifiers
  2. four systems and setting the four sprite shaders
  3. adapting the kinect emitter and sprite shader, so I can emit particles with emitter and color ID and have the shader draw them accordingly

Thanks :)

Definitely 3. ;)

1 Like

there is a selector called Emitter that can group your particles depending on their original emitter, so you could even get away with not writing any shader.

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