&quot;The gpu will deal with the quads itself, possibly by creating two triangles for each quad. This is very unlikely to be a performance hit since it does not affect shading.&quot;<p>No modern GPU (or API in fact) deals with quads. You can&#x27;t guarantee all vertices to be coplanar when dealing with floating point values so you&#x27;re much better off pushing triangles and not forcing driver to do conversion for you. Also if vertex data bandwidth is scarce in particle-heavy scene (so you actually care if it&#x27;s 3 of 6 or whatever vertices), just push one vertex and expand it in GS like everyone else does.