perf(dashboard): trim blur radii (orbs 40->28px, header backdrop 28->18px)
GPU fill/blur cost scales with radius. The sidebar aura orbs already fade to transparent at 70% of their gradient, so dropping their blur 40->28px shrinks the composited bounding box with no perceptible softness loss. The frosted header's backdrop-filter is re-blurred whenever the orbs drift behind it; 28->18px cuts that per-frame work ~a third while keeping the frosted look. Relief is biggest on weak GPUs (the machines people complain about).
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1 changed files with 9 additions and 3 deletions
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@ -108,7 +108,10 @@ body {
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position: fixed;
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pointer-events: none;
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border-radius: 50%;
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filter: blur(40px);
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/* The radial-gradient already fades to transparent at 70%, so a smaller blur
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still reads as a soft aura — but shrinks the composited (orb + feather)
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bounding box and the blur work. 40px -> 28px: ~imperceptible, cheaper fill. */
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filter: blur(28px);
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will-change: transform, opacity;
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}
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@ -317,8 +320,11 @@ body.reduce-effects .sidebar::after {
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accent-gradient top now read as a soft blur instead of bleeding through
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sharply. (Only visible where the background is translucent — the opaque
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base toward the bottom still stops any bleed.) */
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backdrop-filter: blur(28px) saturate(1.3);
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-webkit-backdrop-filter: blur(28px) saturate(1.3);
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/* Backdrop blur is re-evaluated whenever content drifts behind it (the
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ambient orbs do). Cost scales with radius — 28px -> 18px keeps the frosted
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read while cutting the per-frame blur work by ~a third. */
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backdrop-filter: blur(18px) saturate(1.3);
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-webkit-backdrop-filter: blur(18px) saturate(1.3);
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/* Subtle inner glow */
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box-shadow: inset 0 1px 0 rgba(255, 255, 255, 0.1);
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