Not looked into the code, the correct way would be to move the particles engine into shader code, and the limit would be as much as the graphics card can take.
It appears that after all these years, not everyone has bought into shader programming mentality, which is quite understable as only proprietary APIs have good debugging tools for them.
It appears that after all these years, not everyone has bought into shader programming mentality, which is quite understable as only proprietary APIs have good debugging tools for them.