this post was submitted on 09 Dec 2023
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And why does a desktop environment need to do that?
If the system can't keep up with the animation of e.g. Gnome's overview, the fps halfes because of double buffered vsync for a moment. This is perceived as stutter.
With triple buffer vsync the fps only drop a little (e .g 60 fps -> 55 fps), which isn't as big of drop of fps, so the stutter isn't as big (if it's even noticeable).
Maybe the animation a bit simpler...?
Less animation is usually better UX in something often used, if it's not to hide slowness of someting else.
To reduce input lag and provide smoother visuals.
You say the animations are too much?
If by animations you mean smoothly moving the mouse and windows while badly optimized apps and websites are rendering, yes.
Lol, why own up to adding animations the system can't handle when you can blame app and web devs? Gnome users always know where the blame should be laid, and it's never Gnome.
Biased opinion here as I haven't used GNOME since they made the switch to version 3 and I dislike it a lot: the animations are so slow that they demand a good GPU with high vRAM speed to hide that and thus they need to borrow techniques from game/GPU programming to make GNOME more fluid for users with less beefy cards.
Not only slow, it drops frames constantly. Doesn't matter how good your hardware is.
There's always the Android route, why fix the animations when you can just add high framerate screens to all the hardware to hide the jank. Ah, who am I kidding, Gnome wouldn't know how to properly support high framerates across multiple monitors either. How many years did fractional scaling take?