I pre-set up a lot of sprites ready for using on a reusable cycle (e.g. my own particle stuff)
I already only initiate the particle system in the event that it is likely to be seen (within 0.5 screens of the current world offset), depending on scrollspeed, but the particle system could be partially visible / onscreen at any time thereafter, so my concern was to put a load of checks in to see if an individual element was onscreen/offscreen - lots of extra checks which may be worse than letting them be, versus just letting AppGameKit draw/not draw them.
If you remember, I dropped the setviewoffset() method for world management for a bunch of other reasons, but it would have been useless with the in-built particle system, which doesn't allow you to move (or offset) particles once they have left the emitter.