I tested some liquid fun particles on an iPhone4 and I have some major performance problems with it. Normally my apps are running nearly the same on an iPad2 compared to an iPhone4... but with the new particles I really get problems with the iPhone4.
The really bad part ist, building a universal app using liquid fun is nearly impossible when the app should run on an iPhone4 also. The particles on the iPhone4 start with normal speed, but then the speed is dropping very fast and because of this the particle life time seems to be increased which results in more than double the particle count on screen combined with even more performance loss.
Any ideas on how to handle this problem?