Particle systems on their own don't use that much of texturing ...
But above editor might, depending on how it works, create the needed texture overhead to cause that. Or that it uses Indiepaths Render2Texture.
the only other reason I could think of is that it is fixed on OpenGL instead of using DX7 which automatically fallsback to OGL if needed.
But above editor might, depending on how it works, create the needed texture overhead to cause that. Or that it uses Indiepaths Render2Texture.
the only other reason I could think of is that it is fixed on OpenGL instead of using DX7 which automatically fallsback to OGL if needed.