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>> No.4338683 [View]
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4338683

>>4338661
I think it's the constant spawn functions rather than the rendering of the particles themselves that really messes things up. If not, there's a max particle cvar that's easy for anyone to set.

Remember going overboard with particles for the first version of the lightning function. Funny how it's so much less performance intensive to use 3d models for this. This caused massive performance hits, and since it ran on ACS had to be finely tuned to not run into the instruction limit.

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