I wrote an own particle renderer on the base of the OpenGL renderer you provided within the SPARK SDK, so that the PixelLight adapter library "PLRenderer" is used and it's easier to use DirectX or OpenGL ES as well without rewriting particle renderers.
To the dungeon demo, yes, the demo currently isn't that configurable, although the PixelLight compositing system is. The SSAO effect currently eats most of the GPU power. From time to time, I continue working on this demo - and letting the user change certain settings is already on my todo-list, as well as some kind of benchmark mode. But for now, I'm totally happy that, thank's to SPARK, I finally have really cool fire effects in this demo without spending weeks in creating a new, own particle system from the ground up.