Performance Curves vs Particle System Count

I’m using Unity. Which option is better for performance. 1 particle system that uses a curve (size over lifetime) with 25-30 keys, or 3 particle systems that use simple curves (2-4 keys)?

1 particale emmiters only 1 drawcall, but 3 particale emitters have 3 drawcall

Use the profiler. If this effect doesn’t decimate your target device’s performance you’re fine either way.