Particle System Performance?

I read somewhere that they still use GPU resources (if it’s a GPU particle system) even though it’s far away from the camera and does not need to be rendered. This because the engine attempts to synchronize it in case it enters the visible camera region again.

Is it possible to somehow make particle systems that do not need synchronizing and use up no resources (at all) when they are not being rendered? Because I would like to add some torches to my level. But the level is quiet big and I can’t use level streaming because the level is dynamically created.

I also having this problem, i wish i could stop them 1 by 1 and not only using “fx.freezeparticlesimulation” because this makes all the particles in the scene to stop.