Scratch that I figured I can access the vertex buffer via CUDA which is what I'm using to simulate the points.
Contrary to what I just said, I do need to change the point size which I can do but now the points are square rather than round and PointSmooth has been deprecated, how do I make the points round?
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.PointSize(zoom);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
GL.UseProgram(_shaderprogram);
GL.BindVertexArray(_renderObject._vertexArray);
GL.DrawArrays(PrimitiveType.Points, 0, pCount);
SwapBuffers();