When it comes to pooling particles in the VFX graph, I'm usually using a manager type script with events to spawn these particles at specific coordinates. This method of spawning would only require a single VFX graph component and asset to accomplish which works quite well.
Now, when dealing with particles that rely on a GameObject's transform values and its locality, I've opted to attach a system component and asset to each GameObject. With this approach, I'm seeking confirmation on whether referencing similar VFX assets through multiple systems would enable some form of pooling optimization shared among these systems for when assigning a large capacity of particles.
If the current behavior aligns with this question, I am curious about the idea of implementing an additional system/asset in the scene (hidden from view) and allocating a substantial capacity to each of my VFX assets, mimicking general GameObject pooling behavior.