I never knew that Ancient Lady, why is that?
I imagine a particle system should work on all graphics cards since it's basically geometry and sprites/textures like anything else...just handled a bit more strictly and at a lower level (in AGK's case particles could be the base of objects themselves, but handled directly as particles skipping a lot of stuff that objects might need) for good performance.
Unless you mean particles strictly handled by the GPU, I don't get why a particle system would work on one GPU but not another.
Either way I started writing a particle system in tier 2 (I'm sick of saying tier 2....i wanna say c++
)tonight using AppGameKit objects and will probably finish and test it out tomorrow to see how well (or not) it works.
PS: Does AppGameKit support billboards? The biggest challenge I see in my particle system at the moment is keeping particles that use a plane and an image facing the camera without having to calculate the angle manually. That will really slow the particle system down.