Yup, I tried deactivating dynamic variables for all the text meters (and activating them only when necessary) but there was no real benefit, it was actually more complicated when communicating with the settings and hsliders skin. So I only did it on mesures and the image meters, these only use dynamic variables when the state measured value changes, and when the design is changed. Only deactivating inline shadows completely would help (only when on hover) but was not worth it, I like those effects lol.Yes, inline shadow is indeed CPU intensive, especially if used in multiple inline settings at the same time, like needed to simulate the glow effect. The skin size on screen is also relevant here, since larger skins / meters (possibly using larger images / shapes, or images scaled up via altering their original W and H) use more CPU when drawn. Also, like I said elsewhere, the effect is cumulative, so if you have other "CPU intensive" skins loaded at the same time (like it's usually the case, e.g. either other gauges or, like me, the animated skins from my suite loaded as well, for a similar 4% total CPU usage on my Ryzen 5600H), then resource consumption will increase overall. Using dynamic variables (including nested ones, which are by default dynamic) slightly add to this too.
Generally, using either static or dynamic update dividers to make skins lighter on the CPU does help (and sometimes massively), but in the end, the main consumer of resources in skins is the workload and the frequency involved in redrawing skins, and this depends on the type, size and amount of visual elements in the skin as well as the [Rainmeter]'s Update value (the latter being non-dynamic and representing how often the skin is updated and redrawn, regardless of any update dividers elsewhere in the skin, by the way). One can place a part of the workload from the CPU on the (preferably, dedicated) GPU via using Hardware Acceleration, of course, but the workload will be the same, just distributed more efficiently.
Anyway, even 4% total CPU usage is a perfectly reasonable resource consumption for Rainmeter using this type of skins (and possibly others alongside them), so I wouldn't worry too much about it. No visually dynamic benefit comes for free, regardless of software, and there are many factors (some either unavoidable or non negotiable, so to speak) influencing this.
By the way, you said images only when scaled up, in this case the images are only scaled down. So I guess no problem there.
Mmm, not sure if I have hardware acceleration on. I'll check that, didn't test with it, didn't even remember that option existed lol.
Statistics: Posted by RicardoTM — Yesterday, 9:33 pm