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Posted 17 January 2012 - 06:34 AM
Posted 17 January 2012 - 08:53 AM
Posted 17 January 2012 - 09:19 AM
if you have barely nothing you have more framerates to spare for effects
Posted 17 January 2012 - 12:37 PM
Posted 17 January 2012 - 02:32 PM
This is relative to the rest of your project. What system do you aim? PC? What minimum requirment do you aim? A casual game for low-end computer and a DX11 hardcore game will be very different. It also depend on the rest of the scene, if you have barely nothing you have more framerates to spare for effects. The solution is just to find a minimum fps wanted for a certain hardware, and count assets in every scenes to be sure never get under it.
Posted 17 January 2012 - 02:47 PM
Posted 18 January 2012 - 07:42 PM
Posted 19 January 2012 - 12:43 AM
Most of the cost of a particle system isn't in the number of particles you render. It's in the number of pixels that are blended with the back buffer (including overdraw). That means 50 particles that each cover most of the screen will almost certainly be slower than 500 small particles. That means unless you know where the camera is going to be the cost is very variable.
I'd suggest using one of these options:
1. Pick a setting which you know works well on your target hardware.
2. Give the user a setting to control particle density.
3. Automatically adjust the particle density based on frame rate.