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).
This commit is contained in:
BoulderBadgeDad 2026-06-22 15:02:19 -07:00
parent 9454970a83
commit b5b71df3fa

View file

@ -108,7 +108,10 @@ body {
position: fixed;
pointer-events: none;
border-radius: 50%;
filter: blur(40px);
/* The radial-gradient already fades to transparent at 70%, so a smaller blur
still reads as a soft aura but shrinks the composited (orb + feather)
bounding box and the blur work. 40px -> 28px: ~imperceptible, cheaper fill. */
filter: blur(28px);
will-change: transform, opacity;
}
@ -317,8 +320,11 @@ body.reduce-effects .sidebar::after {
accent-gradient top now read as a soft blur instead of bleeding through
sharply. (Only visible where the background is translucent the opaque
base toward the bottom still stops any bleed.) */
backdrop-filter: blur(28px) saturate(1.3);
-webkit-backdrop-filter: blur(28px) saturate(1.3);
/* Backdrop blur is re-evaluated whenever content drifts behind it (the
ambient orbs do). Cost scales with radius 28px -> 18px keeps the frosted
read while cutting the per-frame blur work by ~a third. */
backdrop-filter: blur(18px) saturate(1.3);
-webkit-backdrop-filter: blur(18px) saturate(1.3);
/* Subtle inner glow */
box-shadow: inset 0 1px 0 rgba(255, 255, 255, 0.1);