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When the particle effect is full (all particles spawned), the emitter kills the random / the oldest particle to allow spawning a new one, to ensure the spawning rate is truly constant and not clamped by the capacity of the GPU buffer.
Describe why you want that solution. Is this related to a problem?
Clamping to the capacity means no particle spawn until one die to make space for it, which will likely break the effect visually. This pushes effect authors to over-allocate the effect to ensure clamping doesn't occur. Replacing a random or the oldest particle often has very little consequence visually.
Describe alternatives you've considered
Over-allocating the effect. This wastes GPU resources.
The text was updated successfully, but these errors were encountered:
Describe the solution you'd like
Split from #118.
When the particle effect is full (all particles spawned), the emitter kills the random / the oldest particle to allow spawning a new one, to ensure the spawning rate is truly constant and not clamped by the capacity of the GPU buffer.
Describe why you want that solution. Is this related to a problem?
Clamping to the capacity means no particle spawn until one die to make space for it, which will likely break the effect visually. This pushes effect authors to over-allocate the effect to ensure clamping doesn't occur. Replacing a random or the oldest particle often has very little consequence visually.
Describe alternatives you've considered
Over-allocating the effect. This wastes GPU resources.
The text was updated successfully, but these errors were encountered: