In the past I used the particle system to display tons of meshes and it was fast. In the boid demo I wanted to use the particle system to replace the ECS, I thought it'd be easier, slap a few repulsorts here and there. But rendering just 50K fishes goes down to 0.1 FPS! no force, nothing. It seems odd to me that the particle system, which is multi threaded and lives purely in c++ land would be that much slower than ECS So I'm wondering if there is a regression in PS perfs.