For the current Particle System, no, we are not looking at making any further significant optimizations. However, we are developing a new, graph-based way to author particle systems, which performs all computation on the GPU. It's in preview in 2018.3: https://unity.com/visual-effect-graph Yeah, unfortunately that just "how it's always been" and we know it can cause performance spikes. We were recently asked about adding a faster, cruder pre-warm mechanism, which was less accurate, but far faster. I'd like to add this so you can reduce the stall in many cases. It would be even better if the prewarm could happen asynchronously on a thread, but that may be too large a change given that we are now shifting focus to the Visual Effect Graph.