Seems like a very simple expansion on this technique would be to keep a rolling framebuffer, and blend the last particle draw with the current one. This would remove the flickering, display the fake alpha properly for still screenshots, and work for variable framerate.<p>Assuming your GPU will let you hold onto a previous frame&#x27;s draw result (of just the particles) and blend it relatively cheaply with the new one, it wouldn&#x27;t cost very much to implement. One full framebuffer blend should be much, much cheaper than blending the individual dots.