The real problem is that you have to do the whole particle cloud with a less amount of particles now to fit a good FPS. Plus: You need to have managed code. I mean, you need to have a function that organizes the clouds.. so to say doing LOD and removing/adding new clouds.
Perhaps you should go the way bupaje told in the other thread. I think, the Microsoft guys created an own speedy cloud-engine.. or something. I disagree with bupaje that when you are doing those "blops" that you need high poly amount, because clouds are always a bit farther away

Or you do your clouds out from so called "cloud shapes/forms".