Strange VFX particle delay issue - what's going on?

There is an issue I’ve been experiencing for a while regarding particle emitters.

When emitting particles in studio, if done in quick succession it plays normally. But if you wait between emissions, it’s like it waits an extra moment and displays what the particle looks like from that moment forward, like it’s delayed it’s loading. Notice the way it sort of delays and then glitches to the point it was supposed to be in the videos.

I’ve asked tons of people from various sources, and they all have no clue.
If you know what’s happening, I would greatly appreciate your support. Thanks!


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I probably can’t help you with this but you should tell us which one is the bugged one and which one is the one that works.

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All particles in studio and testing function like this. This was an example of 2 different particles having the issue.
Again, if the particles are emitted in quick succession, it looks normal, but if you emit them after a delay, the particles lag.

Prob would be good to share how you are emitting then with code, server script or local , and the full particles properties

Also when u published the game and play it outside of studio , does it still happen?

This never happens in game, only in studio and it’s playtest. I tried to see if my other laptop had the same issue, but it did not. I copied all the settings from that laptop onto this pc, but still had the issue. It dosen’t do it to all particle emitters, but I’m not sure the conditions for the glitch to occur in a particle emitter on my specific pc.

Did you ever find a solution? This happens with the same exact plugin and with my particle emitting code. I noticed the following things:

Emitting a particle prior to the previous one being cleaned up will play it normally. Emitting after all previous particles have despawned will cause the weird delay bug. This is the first time I’ve encountered it, and I don’t know what exactly caused it.


EDIT: And looks like I found the culprit; don’t have a million decals in your game that (I’m assuming) eat all of the texture storage or whatever. I don’t know the technical specifics.

I had a particle image pack with hundreds of textures off to the side and I guess that was enough to really mess with the particle rendering.

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Honestly want to bump this, this issue doesnt only affect particles it affects TextureIds in general like mesh vfx and particles alike. I’ve dealt with it for the better part of a year and its honestly so draining having to sometimes go inside the actual game to see if particles look right.

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Have you found a solution to this problem? if yes, then pls tell me how