diff --git a/ComputeShader/sceneparticles.cpp b/ComputeShader/sceneparticles.cpp
index a433c5a06ae2909ccbb58f6b3f64074b9e4049c5..30869f81a59f1901e2c4d798909908e360c7b980 100644
--- a/ComputeShader/sceneparticles.cpp
+++ b/ComputeShader/sceneparticles.cpp
@@ -141,7 +141,7 @@ void SceneParticles::render()
 	computeProg.setUniform("BlackHolePos1", bh1);
 	computeProg.setUniform("BlackHolePos2", bh2);
 	// TODO: (3) Compute Space auf 3 Dimensionen erh�hen
-	glDispatchCompute(nParticles.x / 10, nParticles.y / 10, nParticles.z / 10);
+	glDispatchCompute(40, 25, 1);
 	glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
 
 	// Draw the scene
diff --git a/ComputeShader/shader/particles.comp b/ComputeShader/shader/particles.comp
index 5b40f23fe6be4befa1a2c16ccba35537183337b4..c508b8145826bf4b693d73b29985e09f27c2d89b 100644
--- a/ComputeShader/shader/particles.comp
+++ b/ComputeShader/shader/particles.comp
@@ -1,6 +1,6 @@
 #version 430
 
-layout( local_size_x = 10, local_size_y = 10, local_size_z = 10 ) in;
+layout( local_size_x = 1, local_size_y = 1000, local_size_z = 1 ) in;
 
 layout(std430, binding=0) buffer Pos {
   vec4 Position[];