@Armitage 1982: No special rendering on my system, although I have in place some code form a customer that uses single surface textures and also some render pipeline caching stuff that gives a speed boost but still in all practical terms it's about 10%. I haven't bothered to use Particle Pooling yet, may do in the future. Also my particles are flexible with many purposes, so of course if you have a very specific purpose in mind for a particle you can cut out lots of code and speed it up.