Allows smoke, sparks and particles to receive or cast more detailed lighting.
FPS
Medium
Visual
High
VRAM
Very low
CPU
Very low
Latency
None
What it does
Allows smoke, sparks and particles to receive or cast more detailed lighting. The cost grows quickly with dense transparent effects.
Games may also call it: Lit Particles, Particle Light Quality, Particle Shadows
Decision guide
Lower it when
Lower it after the biggest settings are tuned and you still need a little more headroom.
Keep it high when
Keep it high when the visual difference is obvious and the target frame time already has enough headroom.
Handheld advice
Treat this as a secondary handheld tweak after resolution, upscaling, shadows and heavy lighting are under control.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
The cost grows quickly with dense transparent effects. This score is an editorial cross-game estimate, not a measured result for every engine.