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Battery and performance

Motion is built to be light. Out of the box:

7 min readMotion

The settings that matter

They're in Motion Player, under Settings.

Performance

Resting and battery

When more than one holds, the most restful wins. On Windows, Motion runs in Windows' efficiency mode, and slowing down means 15 frames a second at a lighter quality. Battery saver pauses it unless On battery is Keep going.

On Android, the app has Graphics presets from Battery saver to Ultra, or you can set Frames a second and Quality yourself, and choose what happens In battery saver and When not charging.

What costs what

Motion only does the work a scene asks for:

The layers themselves differ a lot. Roughly, from lightest to heaviest:

  1. Text, clocks, shapes, the vignette, the pointer light, and the layers that show the desktop's data: very little.
  2. Motes, glow orbs, light rays, stars, rain, fog, waves, fire, fireworks, lightning, falling code and the sound visualizer: a little more.
  3. Anything that fills the screen with a picture of its own: gradients, nebulae, pictures, videos, shaders, the real sky, glass, particle systems and 3D particles. Each is about one screen's worth of drawing.
  4. Water, fractals, another scene used as a layer, 3D scenes, reaction-diffusion, web pages and fluid: the most.

A few heavy layers are fine. A stack of ten full-screen blurs isn't.

Seeing the cost in Studio

The bar under Studio's preview shows two numbers, such as 30 fps · 3.2×:

Every layer adds to it, and so do the scene's look (bloom, grain and the rest) and each layer's effects. Hide layers with the eye to see which one costs the most.

Seeing what it costs on your computer

Show performance details puts a small panel in a corner of the wallpaper with what Motion is doing as it plays. Turn it on in Motion Player under Settings › Performance, where you also pick its corner and, with more than one screen, whether it shows on every screen or one. The tray's menu has the same switch. In Studio, Details in the bar under the preview shows it over the preview.

It says:

What the graphics card says depends on it and the system. NVIDIA cards say everything on Windows and Linux (through the driver's own NVML). AMD cards say their clocks, load, power and memory, through AMD's driver on Windows and the kernel on Linux. Intel graphics on Linux say their clock and power; on Windows, only the name. Phones say what they let apps read. Anything not known is left out. Motion reads the card it draws with: on a computer with a graphics card and integrated graphics, that's the card.

The panel is light. Its numbers change four times a second, and a still scene is drawn again only that often while it shows, so the frames a still scene saves stay saved. Turn it off when you're done all the same.

When a scene holds the graphics card

A scene's own shaders (Shader layers, materials, shader effects) can ask more of the graphics card than it can give. Motion watches for that, so a wallpaper never freezes the desktop:

What was stopped, and why, is in Studio's console and the wallpaper's log. See Materials and shaders for the limits on a shader's loops.

If it's still too much

On an Intel laptop most scenes cost a millisecond or two of the graphics card each frame. That's the aim.

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Last changed 2 November 2026. Something wrong here? Tell us.