Hello guys! I have some particle explosions in my game. Each new explosion causes new draw call. If number of draw calls caused by particle explosions <= 6, fps in game = 60, but if number of draw calls more then 6, fps suddenly falls. May be somebody know, how reduce number of draw calls? Sorry for my English.
Problem with particle system draw calls(3 posts) (2 voices)
Each instance of a ParticleSystem uses its own QuadBatch, so one draw call per is required:
But as suggested, maybe you can reduce the particles used per instance to improve performance...
There are other people interested in making improvements and batching more with the ParticleSystem but I don't think anyone is working on it yet:
I reduced the number of particles used per instance on a maximum.
It turns out that i can use about 6-10 instances of a ParticleSystem with normal fps. In turn, making explosions like movieclips in sprite sheet takes up too much space,
that entails making 3-4 sprite sheets,and it is not convenient. It's very sad.
You must log in to post.