Comment 8 for bug 851172

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Daniel van Vugt (vanvugt) wrote :

Understood. The slowness of the active blur code in oneiric has caused multiple bugs; 861061, 880707...

But I don't think we should aim to put it in a thread just because it is slow. In a thread it will still use up the same (too much) CPU/GPU. Instead we should aim to make it fast.

I do wonder why Unity requires hardware shaders (to draw icons !?), and yet when it's really really important to have fast hardware shading we use a slow blurring method that has severe impact in multiple components :(