Bursts is a technical term that is extremely important in game graphics rendering and optimization (technical art). An explanation of the burst setting that instantly releases a large amount of particles explosively at a specific time or at the start of a loop in a particle system.
Real-world analogy: The moment you pull the string of a cracker, the confetti inside bursts out all at once.
Bursts are ``The moment you pull the string of a cracker with all your might, the confetti (particles) inside burst out in all directions with a bang.'' In contrast to scattering confetti at a fixed pace (Rate over Time), bursting releases 100% of the energy that has been compressed to the limit at a ``specific moment (time 0 seconds)'' and scatters it all at once into the space. This is the heart of the visual, creating the 'sharp impact and momentum of a single shot', such as the sparks and explosions of gunfire.
Figure: Bursts Infographic that clearly illustrates the basic processing flow and mechanism of (burst emission) in Japanese.
Detailed mechanism and operating principle
Add a new item to the "Bursts" list in the Emission module, and apply burst settings that generate a large number of particles at once, such as a count of "100" at a time of "0.0" seconds.