OverviewFelgo 2 Support (Qt 5) › framerate drop when using particles

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    i noticed that when using particles i got a framedrop of 20 from 60 to 40

    what could cause this?


        ParticleSystem {
            id: sys
        ImageParticle {
            system: sys
            source: "../../assets/pong/particles/bubble.png"
            color: "white"
            colorVariation: 0.3
            alpha: 0.1
            entryEffect: ImageParticle.None
        Emitter {
            id: emitter
            system: sys
            velocity: PointDirection {xVariation:20;  y: -40; yVariation: -24}
            lifeSpan: emitAmount
            emitRate: 20
            enabled: false
            size: 32
        Timer {
            onTriggered: {



    Felgo Team

    Hi Bas!

    Particle effects are performance intensive in general. How big the impact actually is mostly depends on the device hardware and the complexity of the particles.
    You can have a look at which properties affect the performance the most in the ParticleVPlay documentation. This component should also allow you to reduce the amount of code, as you only need this one component instead of the System, Emitter and ImageParticle.

    We also noticed that performance can get better once a particle effect is loaded or used several times. I guess this is due to some internal performance improvements of the Qt particle system at runtime. Maybe gradually changing a particle property, like the lifeSpan in your example, can also limit the capabilities of these improvements.

    I suggest you play around with the particle complexity until you reach a good balance between performance and looks.




    hi Günther,

    The app is running on a desktop machine i7 (old one) and gfx card AMD Radeon R9 200 / HD 7900 Series windows 8.1

    so the hardware is not the issue, i guess 🙂

    I will play with the parameters and come back if i found something.



    i forget to tell that i use the particles in a desktop app 1920×1080 dims.



    i get good

        Item {
            id: fakeEmitter
            function burst(number) {
                while (number > 0) {
                    var item = fakeParticle.createObject(pScene);
                    item.duration = 500 + Math.random() * 1000;
                    item.lifeSpan = 100 + Math.random() * 1000;
                    item.x = ball.x + Math.random() * 40 - 80;
                    item.y = ball.y + Math.random() * 40 - 80;
                    item.z = Math.round( Math.random() * 200 );
                    item.width = item.height = 8 + Math.round(Math.random()*24)
        Component {
            id: fakeParticle
            Image {
                id: container
                property int duration:20
                property int lifeSpan: 10000
                property alias yAnim:yAnim
                width: 32
                height: 32
                source: Qt.resolvedUrl("../../assets/pong/bubble.png")
                PropertyAnimation {id:yAnim; target:container; property:"y"; from:container.y; to: -64; duration: container.duration; running: false;
                    easing.type: Easing.InCirc;
                    onStopped: container.destroy();
                SequentialAnimation on opacity {
                    running: yAnim.running
                    NumberAnimation { from:0; to: 1; duration: 200}
                    PauseAnimation { duration: Math.round(container.duration*0.6) }
                    NumberAnimation { from:1; to: 0; duration: 500}
                    ScriptAction { script: container.destroy(); }


    results with 1920 x 1080 when using a fake particle emitter



    Felgo Team

    Hi Bas,
    I guess the high resolution of 1920×1080 could also be a factor that affects particle performance.
    If the complexity of the effect created by your own fake emitter is good enough and the performance is indeed better, this seems to be a good workaround.

    Thanks for sharing that solution!


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