Blender rendering ignores particle collision

I am busy with an animation where the character uses a (collision activated) shield to fend off a bunch of (particle-generated) balls being bowled at him.

When I single-step (right-arrow) or run (Alt+A) the animation in Blender, the balls bounce off the shield (for which the collision is active). When I quick-render (OpenGL), the resulting animation also works.

However, when I do “proper” frame-by-frame (.PNG) rendering, the balls go right through the shield. Initially, I thought it may be a bug due to the vector blur that I have on, so bypassed that node, and switched vector calculation off too.

Has someone else also experienced this? Is this a known bug? Else, I’ll report it.

Thanks.

Never mind. I think it was my (stupid) mistake. The particle generator and object it collided against are not on the same layer. Still, it is strange that it should work under some conditions and not under other…