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If your project utilizes GPU particles then on 1.11 it should run a lot of faster! Both rendering and simulation have been refactored to scale better across different hardware. GPU particles sortings run parallel and has very fast-path for small emitters (less than `2048` particles). Finally, GPU execution has been improved by using **UAV overlaps and more optimized memory barriers**.
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@@ -50,7 +50,7 @@ For this release, we added integration of GPU profiling with [Tracy](../../edito
Flax has its own graph editing tools, called Visject. It is used in many areas of the engine, from materials and particles to animations. In 1.11, a lot of new features were added and a lot of already existing ones were improved, making assets that use Visject **even quicker and easy to edit**.
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We've improved many engine parts to use multi-threading more often. Especially, physics simulation results processing, content streaming processing, particles and much more. In the sample falling boxes project, the lowest FPS ancounted when all `10,000` boxes collide went up from average `47fps` to `75fps`. This shows how **engine scales better in large projects** were object count grows exponentionally to meet visual fidelity.
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