Attempting to get nice rain effects

I’m currently working on a rain weather system with rain that follows mesh surfaces to create a nice droplet effect:

I’m basically trying to copy the rain from the game RainTest21. However while his system gets insane fps (practically 0 drop with way more stuff going on), my system tanks from 240 → 160 fps.

I’m already using object pooling and making the particle emitter follow the camera’s position so that it’s not just emitting everywhere. What am I missing?
Also any feedback on anything you see is appreciated!

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Nvm?? I set it up in a empty baseplate and i’m getting full 240 fps. Idk what’s happening in the main game tho.

I want to invest in this game ASAP this is potential

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It sounds like you discovered the rain system isn’t what’s causing framedrop. However something to consider is it could be overdraw (lots of transparent objects infront of a complex world), but I dont think it’d cause that much of a drop. I suggest using microprofiler in your game to see what’s eating up frametime

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Update: I looked into how to use the profiler and I found that for some reason BasePart.Size operations were using even more resources than even my raycast spam - I made the rain animate its size at 90 fps so it still looks super smooth and now i get full 240 fps yay!

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Would you be open to get an investor?

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Unfortunately this is a solo project rn and I’m not sure when it’ll be done if it’s gonna be finished at all - i’m working on it everyday but it could be like a yr until its release. I’m already scoping pretty hard hoping to tackle enemy ai and making the procedural gen better. I regard this as the highest praise though so thanks for offering!