worker orbs: let the toggle win over reduce-effects (experiment)
Reduce-effects used to force-kill the worker orbs (isEnabled() had && !_reduceEffectsActive), which also made the orb toggle a dead setting whenever reduce-effects was on. The assumption was "the orbs ARE the expensive thing." On inspection that looks wrong: the dashboard orb glow is drawn with canvas radial gradients, not a CSS blur(28px). The genuinely expensive blur is the SIDEBAR aura orbs + frosted glass (CSS filters), which reduce-effects still kills via filter:none regardless. So the orb canvas's per-frame cost should be moderate, not the blur-rasterize lag. So decouple them: the worker-orbs toggle controls the orbs on its own; reduce-effects keeps killing the expensive CSS rendering but no longer gates the orbs. This also fixes the dead-toggle conflict (the orb toggle now works under reduce-effects instead of being silently overridden). Empirical: try it and watch the dashboard CPU. If the orb canvas under reduce-effects pushes it back up, revert is one token — re-add `&& !window._reduceEffectsActive` to isEnabled().
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@ -1057,7 +1057,12 @@
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// ── Page awareness ──
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function isEnabled() {
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return window._workerOrbsEnabled !== false && !window._reduceEffectsActive;
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// The worker-orbs toggle controls the orbs on its own — reduce-effects no
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// longer force-kills them. The orb glow is canvas radial gradients, NOT a CSS
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// blur(28px) (that's the sidebar aura orbs + frosted glass, which reduce-effects
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// still kills), so the per-frame cost is moderate, not the blur-rasterize lag.
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// If real telemetry says otherwise, revert by re-adding `&& !window._reduceEffectsActive`.
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return window._workerOrbsEnabled !== false;
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}
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// ── Real telemetry → pulses ──
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