What are the effects of high ParticleEmitter rates with low lifetimes?

I was reviewing another person’s lighting system that uses ParticleEmitters. The essence of it is that it places a ParticleEmitter with a Rate of 900 and Lifetime of 0.07 inside an Attachment inside of a Part. That’s one “light head”, meant to simulate an LED head on emergency lighting products.

Settings of the ParticleEmitter:
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If I understand correctly, this generates 900 Instances every 0.07 seconds for just a single “light”. Wouldn’t this be a massive concern in terms of speed and memory?

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Based off my testing, I do not see a big difference in speed and memory for 100+ bricks with this particle emitter, of course if you have thousands of these particle emitters it can eventually be a concern.

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Perhaps I’m either underestimating the speed of computers or the impact of this then.

Edit: I neglected to mention that these emitters are toggled on and off using a while loop with waits inside them.

Pseudo-code:

while true do
    enable()
    wait(0.01)
    disable()
    wait(0.01)
end

Rate is the emission of particles across a single second, has nothing to do with lifetime. Lifetime describes how long the particle should exist for.

You underestimate the power of the engine to render your particles, it won’t be much or anything on performance. Remember this though: there’s a limit of 16000 particles on computer and XBox devices, whereas there’s a lower cap of 3500 particles on mobile devices.

Citation.

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So at any given time, there would be rate x lifetime particles visible, if I understand the math here correctly?

No. It’s 900 particles per second. If your lifetime is >1, particles from the previous emission would still exist. Again: rate describes how many particles are emitted per second.

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