Visual problem: jagged visuals when moving.

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mossfoot
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Re: Visual problem: jagged visuals when moving.

Post by mossfoot »

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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Re: Visual problem: jagged visuals when moving.

Post by Getafix »

@mossfoot
Could you post the result of the following?

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$ ps -ef | grep compton
$ cat ~/.compton.conf
EDIT:
Please, also install driconf

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$ sudo apt-get install driconf
Following a successful installation execute (may need privileged mode)

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$ driconf
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

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$ cat /etc/drirc
"Any sufficiently advanced information is indistinguishable from noise." [Newman, Lachmann, Moore]
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mossfoot
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Re: Visual problem: jagged visuals when moving.

Post by mossfoot »

Getafix wrote:
@mossfoot
Could you post the result of the following?

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$ 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; };
};
Did the rest. Didn't work, results of cat /etc/drirc

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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>
Why do I have a feeling I'd be better off just re-installing the OS from scratch at this point and trying to make Microsoft Word work in 64 bit instead? ;)
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