Comments (2)
You can likely mitigate the issue by increasing Fixed FPS in the GPUParticles3D node (and possibly disabling Interpolate as well).
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You can likely mitigate the issue by increasing Fixed FPS in the GPUParticles3D node (and possibly disabling Interpolate as well).
Wouldn't that come at a visible and unnecessary performance cost? It seems like a simple overlooked code construction flaw that should be easily fixable without needing to sacrifice performance like this, assuming that Fixed FPS is indeed about how many frames are processed in a second. Sounds expensive, and as you said -it would mitigate the issue, not eliminate it.
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