Changes the amount, lifetime or detail of smoke, sparks, debris and similar effects.
FPS
Medium
Visual
Medium
VRAM
Low
CPU
Low
Latency
None
What it does
Large particle systems can stress fill rate and simulation, especially when many transparent layers overlap.
Games may also call it: Particles, Particle Effects
Decision guide
Lower it when
Lower it when smoke-heavy battles or weather effects create sudden drops.
Keep it high when
Keep it high when particles carry important visual feedback and performance remains stable.
Handheld advice
Medium often keeps combat readable with fewer worst-case spikes.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
Some games include particles inside a broader Effects setting.