As I demonstrated in the Iterative Scaling topic Darcy posted above, my approach was to
*Load a fraction of the particles from disk (in my case I was loading 1 out of 10 partitions)
*Increase the Density Exponent by 1 to compensate for the particle density loss
*Set the Output Size to a fraction (1/2 or 1/4) of the original size
*Render
The result, if scaled up 2 or 4 times, looks very similar to the full 10 partitions render, but uses only 1/10 of the particles and thus loads in 1/10 of the time.
My results in that test were
10 Partitions, 10MP total. 640x480, 35.188 seconds.
1 Partition, 1MP, 640x480, 4.219 seconds.
Same 1 Partition at 1/2, 1/4, 1/8 and 1/16 resolution took 3.531, 3.438, 3.406 and 3.422 seconds.
For additive rendering, I had to compensate the density internally because a smaller image causes more particles to overlap in the fewer pixels, so it additionally scales the density to OriginalDensity/(ScaleFactor^2). In the current build, this is done when >Force Additive Mode is checked.
Since loading Nth particle from a PRT Loader or the Global % spinner do NOT shorten the actual loading time (the former has to read through the whole file but skips particles, the latter actually loads and processes them all, then discards them), these two methods do NOT speed up the loading.
The best way to speed up loading is to use multiple partitions and disable some of them when needed or load First N from them to get just the first partition loaded. If that is not an option, loading every Nth from PRT Loaders is still better than the Global % as it skips the KCMs, materials etc.
For PRT Volumes, you can start by finding a good voxel size and then using the Regular Grid or Random In Cube controls to increase the count without increasing the density of the Level Set. Once you have found the right final settings, start reducing the Grid or Random In Cube values to produce less particles for testing.
If the level set generation time is too long compared to the particle generation time, you could try dumping the particles to PRT and using PRT Loaders exclusively, but I am not sure this would be faster (probably depends on how crazy the source geometry is).