# GPU Particle System - Particles remain alive after stop()

**URL:** <https://forum.babylonjs.com/t/gpu-particle-system-particles-remain-alive-after-stop/42361>\
**Category:** Questions\
**Created:** [July 12, 2023, 10:09am UTC](https://forum.babylonjs.com/t/gpu-particle-system-particles-remain-alive-after-stop/42361 "2023-07-12T10:09:09Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Deltakosh](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/deltakosh/32/26635_2.png) [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Post date:** [July 12, 2023, 9:08pm UTC](https://forum.babylonjs.com/t/gpu-particle-system-particles-remain-alive-after-stop/42361/4 "2023-07-12T21:08:06Z")

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This is expected:

> **[GPU Particles | Babylon.js Documentation](https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/gpu_particles#stopping-a-gpu-particle-system)**
>
> Learn all about GPU particles in Babylon.js.

GPU particles cannot be removed from the CPU (well we can but it is overly expensive). Hence the choice to simply skip the stopped ones

By the way, it does not generate additional draw calls as the GPU particles are all rendered in one draw call 😉

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