Skip to content

Settings Performance

Deepratna Awale edited this page Oct 6, 2026 · 4 revisions

Settings › Performance

The Performance tab has two sections: Playback, the rules that pause or mute wallpapers when you are busy, and Quality, which trades image quality for speed. The quality settings are designed for scene wallpapers and may not work as expected for other types.

The Performance tab

Playback

These rules are explained in full in Displays and playback rules.

Setting Options Default
Other Application Focused Keep Running, Mute, Pause (or Pause per Display / Pause All with several displays) Keep Running
Other Application Maximized Keep Running, Mute, Pause…, Stop (free memory) Keep Running
Other Application Fullscreen Keep Running, Mute, Pause…, Stop (free memory) Keep Running
Other Application Playing Audio Keep Running, Mute, Pause Keep Running
Display asleep Keep Running, Pause, Stop (free memory) Keep Running
Laptop on battery Keep Running, Pause, Stop (free memory) Keep Running
Application Rules Edit opens rules for specific apps (see Displays and playback rules) None

Quality

Presets

The Preset buttons set several options at once. None of them stays selected; you can adjust each option afterwards. Each also sets the Quality ↔ Efficiency slider.

Preset Anti-aliasing Post-Processing Texture Resolution Shadows and Volumetrics FPS Reflections Particle Budget Upscaling
Low None Disabled High Quality Low 15 Off Low MetalFX at 50 %
Medium None Enabled High Quality Medium 30 On Medium Off
High MSAA x2 Enabled High Quality High 60 On High Off
Ultra MSAA x2 Ultra High Quality Ultra 240 (no limit) On Unlimited Off

Medium, High and Ultra also set Render Resolution to Display.

Options

Option Choices Default What it does
Anti-aliasing None, MSAA x2, MSAA x4, MSAA x8 None Smooths jagged edges. A red warning at ×8: "only recommended for powerful high-end desktop graphics cards."
Post-Processing Disabled, Enabled, Ultra, Ultra (Display HDR) Enabled Bloom and other post effects. Ultra adds HDR bloom to supported wallpapers (yellow warning). Ultra (Display HDR) appears only when a display has HDR (EDR) headroom, and outputs EDR on it; on a display without headroom it draws as Ultra.
Texture Resolution High Quality, High Performance, Automatic Automatic Wallpaper Engine's setting. High Performance loads textures at half size and runs effects at half size too. Automatic does so for a scene with more than 3.9 times the display's pixels (a 4K scene on a 1080p display), and for a 3D scene on a display smaller than 1080p.
Scene Detail Match Display, Full (Wallpaper Engine) Match Display Match Display draws no more detail than the display shows: a scene larger than the display is drawn at the display's size, and each layer's effects at the size it appears on screen. Full draws every effect at its texture's full size, as Wallpaper Engine does.
Render Resolution Display, Retina, Full (each with its size) Display Display renders at the display's size in points (a quarter of the pixels on Retina) and scales up; web wallpapers then draw at standard resolution too. Retina renders the native pixels one for one. Full renders the wallpaper's authored size scaled to fit.
Upscaling Off, MetalFX Off MetalFX draws the scene at the Render Scale (shown while upscaling; default 75 %) and scales it up. Where MetalFX isn't available, or for HDR, the frame is scaled smoothly instead.
Shadows Disabled, Low, Medium, High, Ultra Medium Shadows cast by wallpapers' lights. Higher qualities draw larger shadow maps.
Volumetrics Disabled, Low, Medium, High, Ultra Medium Light shafts from wallpapers' volumetric lights. Higher qualities march more samples at a finer resolution; Low and Medium blur a coarser buffer.
FPS 10–240 (slider and field; 240 means no limit) 30 The frame rate cap for scene and web wallpapers. Yellow warning above 30, red above 60 ("High FPS may slow down your Mac!").
Quality ↔ Efficiency A five-stop slider The fourth stop Toward Efficiency, scenes cap smooth motion at 60 and then 30 fps, redraw slow changes less often, and draw blurs and glows at half or quarter size. A scene that isn't changing isn't redrawn, and a hot Mac or Low Power Mode moves further toward Efficiency.
Particle Budget Low (10,000), Medium (25,000), High (50,000), Unlimited Medium The most particles one wallpaper may hold. A wallpaper made with more draws every particle system thinner, keeping its look.
Reflections On/Off On Lets scenes draw their reflection effects, such as water or glass

More options that trade quality for speed (Optimise textures, Cheaper shadows and others) are on the Optimizations tab; see General, Optimizations, Updates and Privacy.

HDR and EDR

  • Ultra renders HDR scenes with Wallpaper Engine's HDR bloom chain.
  • Ultra (Display HDR) additionally sends extended dynamic range (EDR) to displays that can show it, for brighter highlights.
  • If no connected display has HDR headroom, a saved "Ultra (Display HDR)" is shown and used as Ultra.

Performance tips

To gain speed Change
The biggest win on Retina displays Keep Render Resolution at Display, or turn on Upscaling › MetalFX
Heavy effects on big layers Keep Scene Detail at Match Display; try Texture Resolution › High Performance
Fans and battery Lower FPS (30 or less) and use the battery and fullscreen playback rules
Huge particle counts A lower Particle Budget
Volumetric light shafts Volumetrics › Low or Disabled

See also Troubleshooting.

Read more (for developers): Performance notes and Scene pipeline

Clone this wiki locally