GPU vs CPU Particles
Where particle simulation runs
Also known as: GPU particles · CPU particles · Niagara GPU sim · Particle simulation GPU · VFX Graph GPU · GPU sim vs CPU sim
Definition
Particles can be simulated on the CPU or on the GPU. CPU simulation is flexible, supports events and interaction with game logic and collision, and suits small and medium effects. GPU simulation runs on the graphics card and can handle hundreds of thousands or millions of particles cheaply, but it is more limited in how it talks to the game and needs hardware support. Niagara offers both simulation targets, and Unity's VFX Graph is GPU-based, while the older Particle System runs on the CPU.
In production
Use CPU particles for smaller effects that need collision events, spawning other effects or reading game data, and GPU particles for dense effects such as rain, smoke fields, dust and magic swarms. GPU particles use depth buffer collision instead of real collision, and their bounds need to be set by hand. Test on the lowest target hardware, as support and cost vary by platform.
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See also
Niagara
UE5 particle and VFX system
VFX Graph
Unity's GPU node-based particle system
Particle System
Spawns and animates many small elements
Particles Disappear When the Camera Turns
Effects vanish at the edge of the screen
Fill Rate
How many pixels the GPU can shade per second
Technical Artist
Bridge between art and engineering
