Performance Tips

intermediate performance

Trails FX · Troubleshooting & FAQ

Trails FX is designed for high performance with GPU-instanced rendering and mesh pooling. Follow these guidelines to optimize for your target platform.

General Optimization

SettingRecommendation
DurationKeep as short as visually acceptable. Shorter durations mean fewer active snapshots.
Max Steps Per FrameUse the lowest value that still looks smooth. Default (12) works for most cases; only increase for very fast objects.
Steps Buffer SizeSize the buffer to hold only the snapshots needed for the duration. Oversized buffers waste memory.
ContinuousAvoid enabling Continuous unless necessary. Prefer movement-based triggers (World Position Change or Screen Position Change) for fewer snapshots.
Clear StencilDisable when overlapping trails are not an issue — saves draw calls.

Skinned Mesh Optimization

SettingRecommendation
Use Last AnimationEnable when animation accuracy is not critical. All snapshots share the same vertex data, reducing GPU batches significantly.
Max BatchesLower this value for characters with long trails. Each unique animation frame requires a separate batch.
InterpolateProvides smoother results but adds shader computation. Disable on low-end hardware if needed.
Animation StatesRestrict trails to specific animation states (e.g., Attack) instead of generating trails at all times.

Draw Call Reduction

  • Merge With Trail — for multi-part characters, merging child trails into a master trail reduces stencil passes.
  • SubMesh Mask — exclude submeshes that do not need trails (e.g., interior geometry).
  • Camera Distance Fade — enable to skip rendering trails on distant objects.

Platform-Specific Tips

PlatformRecommendation
MobileUse shorter durations, fewer steps per frame, and prefer Color style over Clone or Space Distortion.
ConsoleAll features perform well. Monitor GPU batch count in the Profiler.
VRKeep Max Steps Per Frame low. Disable Space Distortion if frame rate is tight.
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