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AsyncParticles Wiki › Features › Async Particle Ticking

Async Particle Ticking

feature

Overview

Async Particle Tick controls how particles are processed away from the main thread, either by ticking the whole queue asynchronously in sequence or by dividing it into partitions handled in parallel. It can be limited to GPU particles only, and its cleanup options, such as parallel cleanup and eviction, only apply while it is active.

Options

  • Particle Cleanup Strategy
  • Parallel Particle Cleanup
  • Parallel Particle Eviction
  • Particle Light Cache
  • Cull 'UNDERWATER' Particle Type
  • Async Animation Tick
  • Async Particle Tick
  • GPU Only Async Particle Tick
  • Async Weather Tick
  • Particle Classes for Synchronous Tick
  • Fix Particle Lights
  • Fancy Particle Lights
  • Split Vanilla Particle Ticking
  • Async Tickable Particle Groups
  • Contraptions No Particle Collision
  • Particle Async Only
  • Particle Async Only & Thread Safe
  • GPU Particle Acceleration
  • Append New Particles to GPU Renderer
  • Particle Rendering
  • Particle Culling Blacklist
  • Config Menu Unavailable
  • Remove If Missed Tick
  • Deferred Texture Tick
  • Failures Per Second Threshold
  • Animation Classes for Synchronous Tick
  • Compute Execution Stage
  • Create: Aeronautics (Sable)
  • Range of Rain Blocking Calculation
  • Particles Light Cache Blacklist
  • Particles Lock Provider
  • Particles Lock Required
  • Replace RandomSource
  • Multi-Draw Workaround
  • Parallel with Tick

In-game interface text.