You have to change the emission rate. We converted a high particle count effect from
function AttachExplosionLowPerformance(emitterName)
Particles.DetachParticleTypes(emitterName)
Particles.AttachParticleType (emitterName, "ExplosionSmoke", 15, 500,750)
Particles.AttachParticleType (emitterName, "FireballSlow", 20, 400,0)
Particles.AttachParticleType (emitterName, "FireballBright", 20, 400,0)
Particles.AttachParticleType (emitterName, "ExplosionFlash", 50, 100,0)
-- NEW: ATTACH SOUND EFFECT
--Particles.SetEmitterSound(emitterName, Sounds[1], 0, false, { channel = 0, loops = 0, fadeIn = 0 } )
end
to
function AttachExplosionLowerPerformance(emitterName)
Particles.DetachParticleTypes(emitterName)
Particles.AttachParticleType (emitterName, "ExplosionSmoke", 1, 500,750)
Particles.AttachParticleType (emitterName, "FireballSlow", 1, 400,0)
Particles.AttachParticleType (emitterName, "FireballBright", 1, 400,0)
Particles.AttachParticleType (emitterName, "ExplosionFlash", 1, 100,0)
--Particles.AttachParticleType (emitterName, "ExplosionSparks", 5, 100,100)
-- NEW: ATTACH SOUND EFFECT
--Particles.SetEmitterSound(emitterName, Sounds[1], 0, false, { channel = 0, loops = 0, fadeIn = 0 } )
end
And you will see a huge difference.
-M.Y. Developers [import]uid: 55057 topic_id: 19564 reply_id: 75530[/import]