Visual problem: jagged visuals when moving.
Moderators: winston, another_commander, Getafix
Re: Visual problem: jagged visuals when moving.
From what I understand I don't think there would be any visible performance enhancement on this system with 64-bit, and 32-bit I believe still handles 4GB of ram fine. So I'm happy enough.
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Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
- Getafix
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Re: Visual problem: jagged visuals when moving.
@mossfoot
Could you post the result of the following?
EDIT:
Please, also install driconfFollowing a successful installation execute (may need privileged mode)Check this link to see if you can activate vertical synchronization through driconf.
If this still doesn't resolve vsync issue, please post the result of
Could you post the result of the following?
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$ ps -ef | grep compton
$ cat ~/.compton.conf
Please, also install driconf
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$ sudo apt-get install driconf
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$ driconf
If this still doesn't resolve vsync issue, please post the result of
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$ cat /etc/drirc
"Any sufficiently advanced information is indistinguishable from noise." [Newman, Lachmann, Moore]
Re: Visual problem: jagged visuals when moving.
Getafix wrote:@mossfoot
Could you post the result of the following?Code: Select all
$ ps -ef | grep compton $ cat ~/.compton.conf
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user 3334 3315 0 10:55 pts/4 00:00:00 grep --color=auto compton
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backend = "glx";
paint-on-overlay = true;
glx-no-stencil = true;
glx-no-rebind-pixmap = true;
vsync = "opengl-swc";
# These are important. The first one enables the opengl backend. The last one is the vsync method. Depending on the driver you might need to use a different method.
# The other options are smaller performance tweaks that work well in most cases.
# You can find the rest of the options here: https://github.com/chjj/compton/wiki/perf-guide, and here: https://github.com/chjj/compton/wiki/vsync-guide
# Shadow
shadow = true; # Enabled client-side shadows on windows.
no-dock-shadow = true; # Avoid drawing shadows on dock/panel windows.
no-dnd-shadow = true; # Don't draw shadows on DND windows.
clear-shadow = true; # Zero the part of the shadow's mask behind the window (experimental).
shadow-radius = 7; # The blur radius for shadows. (default 12)
shadow-offset-x = -7; # The left offset for shadows. (default -15)
shadow-offset-y = -7; # The top offset for shadows. (default -15)
shadow-exclude = [
"! name~=''",
"n:e:Notification",
"n:e:Plank",
"n:e:Docky",
"g:e:Synapse",
"g:e:Kupfer",
"g:e:Conky",
"n:w:*Firefox*",
"n:w:*Chrome*",
"n:w:*Chromium*",
"class_g ?= 'Notify-osd'",
"class_g ?= 'Cairo-dock'",
"class_g ?= 'Xfce4-notifyd'",
"class_g ?= 'Xfce4-power-manager'"
];
# The shadow exclude options are helpful if you have shadows enabled. Due to the way compton draws its shadows, certain applications will have visual glitches
# (most applications are fine, only apps that do weird things with xshapes or argb are affected).
# This list includes all the affected apps I found in my testing. The "! name~=''" part excludes shadows on any "Unknown" windows, this prevents a visual glitch with the XFWM alt tab switcher.
# Fading
fading = true; # Fade windows during opacity changes.
fade-delta = 4; # The time between steps in a fade in milliseconds. (default 10).
fade-in-step = 0.03; # Opacity change between steps while fading in. (default 0.028).
fade-out-step = 0.03; # Opacity change between steps while fading out. (default 0.03).
#no-fading-openclose = true; # Fade windows in/out when opening/closing
detect-client-opacity = true; # This prevents opacity being ignored for some apps. For example without this enabled my xfce4-notifyd is 100% opacity no matter what.
# Window type settings
wintypes:
{
tooltip = { fade = true; shadow = false; };
};
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<!--
============================================
Application bugs worked around in this file:
============================================
* Various Unigine products don't use the #version and #extension GLSL
directives, meaning they only get GLSL 1.10 and no extensions for their
shaders.
Enabling all extensions for Unigine fixes most issues, but the GLSL version
is still 1.10.
* Unigine Heaven 3.0 with ARB_texture_multisample uses a "ivec4 * vec4"
expression, which fails to compile with GLSL 1.10.
Adding "#version 130" fixes this.
* Unigine Heaven 3.0 with ARB_shader_bit_encoding uses the uint keyword, which
fails to compile with GLSL 1.10.
Adding "#version 130" fixes this.
* Unigine Heaven 3.0 with ARB_shader_bit_encoding uses a "uint & int"
expression, which fails (and should fail) to compile with any GLSL version.
Disabling ARB_shader_bit_encoding fixes this.
TODO: document the other workarounds.
-->
<driconf>
<!-- Please always enable app-specific workarounds for all drivers and
screens. -->
<device>
<application name="Unigine Sanctuary" executable="Sanctuary">
<option name="force_glsl_extensions_warn" value="true" />
<option name="disable_blend_func_extended" value="true" />
</application>
<application name="Unigine Tropics" executable="Tropics">
<option name="force_glsl_extensions_warn" value="true" />
<option name="disable_blend_func_extended" value="true" />
</application>
<application name="Unigine Heaven (32-bit)" executable="heaven_x86">
<option name="force_glsl_extensions_warn" value="true" />
<option name="disable_blend_func_extended" value="true" />
<option name="force_glsl_version" value="130" />
<option name="disable_shader_bit_encoding" value="true" />
</application>
<application name="Unigine Heaven (64-bit)" executable="heaven_x64">
<option name="force_glsl_extensions_warn" value="true" />
<option name="disable_blend_func_extended" value="true" />
<option name="force_glsl_version" value="130" />
<option name="disable_shader_bit_encoding" value="true" />
</application>
<application name="Unigine OilRush (32-bit)" executable="OilRush_x86">
<option name="disable_blend_func_extended" value="true" />
</application>
<application name="Unigine OilRush (64-bit)" executable="OilRush_x64">
<option name="disable_blend_func_extended" value="true" />
</application>
<application name="Savage 2" executable="savage2.bin">
<option name="disable_glsl_line_continuations" value="true" />
</application>
<application name="Topogun (32-bit)" executable="topogun32">
<option name="always_have_depth_buffer" value="true" />
</application>
<application name="Topogun (64-bit)" executable="topogun64">
<option name="always_have_depth_buffer" value="true" />
</application>
</device>
</driconf>
--
Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/