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@@ -30,7 +30,7 @@ glx-copy-from-front = false;
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# My tests on nouveau shows a 200% performance boost when only 1/4 of the screen is updated.
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# May break VSync and is not available on some drivers.
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# Overrides --glx-copy-from-front.
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-glx-use-copysubbuffermesa = true;
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+#glx-use-copysubbuffermesa = true;
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# GLX backend: Avoid rebinding pixmap on window damage.
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# Probably could improve performance on rapid window content changes, but is known to break things on some drivers (LLVMpipe).
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@@ -47,7 +47,7 @@ glx-use-copysubbuffermesa = true;
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# Useless with --glx-use-copysubbuffermesa.
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# Partially breaks --resize-damage.
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# Defaults to undefined.
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-glx-swap-method = "undefined";
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+glx-swap-method = 1;
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#################################
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#
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@@ -56,15 +56,15 @@ glx-swap-method = "undefined";
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#################################
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# Enabled client-side shadows on windows.
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-shadow = false;
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+shadow = true;
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# The blur radius for shadows. (default 12)
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-shadow-radius = 5;
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+#shadow-radius = 5;
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# The left offset for shadows. (default -15)
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-shadow-offset-x = -5;
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+#shadow-offset-x = -5;
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# The top offset for shadows. (default -15)
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-shadow-offset-y = -5;
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+#shadow-offset-y = -5;
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# The translucency for shadows. (default .75)
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-shadow-opacity = 0.5;
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+#shadow-opacity = 0.5;
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# Set if you want different colour shadows
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# shadow-red = 0.0;
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@@ -97,7 +97,7 @@ shadow-exclude = [
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"_NET_WM_STATE@:32a *= '_NET_WM_STATE_HIDDEN'"
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];
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# Avoid drawing shadow on all shaped windows (see also: --detect-rounded-corners)
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-shadow-ignore-shaped = false;
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+shadow-ignore-shaped = true;
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#################################
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#
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@@ -105,19 +105,19 @@ shadow-ignore-shaped = false;
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#
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#################################
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-inactive-opacity = 1;
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+inactive-opacity = 0.9;
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active-opacity = 1;
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frame-opacity = 1;
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-inactive-opacity-override = false;
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+inactive-opacity-override = true;
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# Dim inactive windows. (0.0 - 1.0)
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-# inactive-dim = 0.2;
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+#inactive-dim = 0.8;
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# Do not let dimness adjust based on window opacity.
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-# inactive-dim-fixed = true;
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+#inactive-dim-fixed = true;
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# Blur background of transparent windows. Bad performance with X Render backend. GLX backend is preferred.
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-# blur-background = true;
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+blur-background = true;
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# Blur background of opaque windows with transparent frames as well.
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-# blur-background-frame = true;
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+blur-background-frame = true;
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# Do not let blur radius adjust based on window opacity.
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blur-background-fixed = false;
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blur-background-exclude = [
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@@ -132,7 +132,7 @@ blur-background-exclude = [
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#################################
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# Fade windows during opacity changes.
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-fading = false;
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+fading = true;
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# The time between steps in a fade in milliseconds. (default 10).
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fade-delta = 4;
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# Opacity change between steps while fading in. (default 0.028).
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@@ -152,12 +152,12 @@ fade-exclude = [ ];
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#################################
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# Try to detect WM windows and mark them as active.
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-mark-wmwin-focused = true;
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+#mark-wmwin-focused = true;
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# Mark all non-WM but override-redirect windows active (e.g. menus).
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-mark-ovredir-focused = true;
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+#mark-ovredir-focused = true;
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# Use EWMH _NET_WM_ACTIVE_WINDOW to determine which window is focused instead of using FocusIn/Out events.
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# Usually more reliable but depends on a EWMH-compliant WM.
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-use-ewmh-active-win = true;
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+#use-ewmh-active-win = true;
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# Detect rounded corners and treat them as rectangular when --shadow-ignore-shaped is on.
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detect-rounded-corners = true;
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@@ -177,7 +177,7 @@ refresh-rate = 0;
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# opengl-oml: Try to VSync with OML_sync_control OpenGL extension. Only work on some drivers.
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# opengl-swc: Try to VSync with SGI_swap_control OpenGL extension. Only work on some drivers. Works only with GLX backend. Known to be most effective on many drivers. Does not actually control paint timing, only buffer swap is affected, so it doesn’t have the effect of --sw-opti unlike other methods. Experimental.
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# (Note some VSync methods may not be enabled at compile time.)
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-vsync = "none";
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+vsync = false;
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# Enable DBE painting mode, intended to use with VSync to (hopefully) eliminate tearing.
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# Reported to have no effect, though.
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@@ -230,4 +230,4 @@ wintypes:
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######################
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# Use X Sync fence to sync clients' draw calls. Needed on nvidia-drivers with GLX backend for some users.
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-xrender-sync-fence = true;
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+#xrender-sync-fence = true;
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