Thanks for the file, JessWThomas.
If you like to build it with 3D data, here are some thoughts to the file.
The amount of points created are proportional to the speed of your scene. There are two main areas to deal with that. In the Editor view, you will find a Menu>>Options>Level Of Detail. Which allows you to reduce the data in the scene during work, with visible restrictions, but not for the rendering [Picture Viewer].
The other way to optimize the scene is based on the idea what data is really wanted, in other words seen on the end.
You have a Matrix under the Sphere, I guess to influence the structure of the sphere, to have more variety. If you take away the Matrix, and place the Random Effector directly under the Sphere, set to deform, you get the same result. Even if you use an animated version of the Random Effector, as in Attribute manager>>Effector>Random Mode>Noise or Turbulence. This might be a minor savings as we take one step of precessing out. If the Sphere has no need to change the point values over time perhaps use the Object Manager> Object>Current State to Object to have that data already. Not a big savings, but everything counts.
The main slow down comes certainly from the Cloner, but that is based on the Tracer. Check inside of the Tracer is the Attribute Manager>>Object>Sample Steps are really needed to be on “1”, which produces for each frame on spline point per vertices of the sphere. I guess to set the Sphere to less segments is not wanted, but which would greatly reduce the Amount of data, and speed up the scene>
By lowering the Steps only to two, you have half of the data in the scene, and it should be already palpable in the redraw speed.
Inside the Tracer is the option to have the “Intermediate Points” set up. If you have in Steps the parameter ‘1’ you have eight intermediate points per frame, per single spline times the vertices of the sphere times the amount of clones. This formula creates easily huge numbers. So, each part counts. You might check how many intermedia points you need to get to the quality you are after. BTW, Natural as intermediate points seems to be the fastest here. I have set the Editor View so the frames per second show, and after many runs, I can see what is faster. (Many runs, as each computer has back ground tasks and they interfere with the performance) Editor View>>Options>Configure All>>Attribute Manager>HUD. It is the easiest way to see how things perform.
There might be a sweet spot where the quality and the amount of points are in a good balance.
I guess that should be all for this post. I will look into other things, but that might take a while, e.g., options with MoSpline, and perhaps dig a little bit in Hair, to see if there is an option to use a minimal amount of Tracer result and interpolate those. But that needs time to play and explore. IF—I find something—I will share that with you.
My best wishes