Explosions, magic and atmosphere.
WHAT A PARTICLE SYSTEM DOES
Emits many small elements with defined behaviour over their lifetime.
WHAT PARAMETERS CONTROL
Emission rate and shape Lifetime Velocity and forces Size and colour over time Texture and blending
WHAT MAKES EFFECTS READ WELL
A clear silhouette A sharp start and a decaying end Colour distinguishable from the background
WHAT THEY COST
Overdraw, since particles are transparent and overlap.
WHY THAT IS THE PRIMARY CONCERN
A screen-filling effect can halve the frame rate.
WHAT REDUCES COST
Fewer, larger particles rather than many small ones Limiting lifetime Reducing on lower-end hardware Culling when off screen
WHAT TO BUDGET
A maximum particle count, enforced.
WHAT SHADER EFFECTS PROVIDE
Distortion, dissolves, outlines and stylisation.
WHAT POST-PROCESSING PROVIDES
Effects applied to the finished frame: bloom, colour grading, depth of field.
WHAT IT COSTS
Frame time at full resolution.
WHAT TO PROVIDE AS OPTIONS
Reduction or disabling of heavy effects.
WHAT TO TEST
Worst-case scenes, with everything happening at once.