Displays in LineXinBar: several screens, HDR and OLED protection
Several displays
Every screen gets a bar of its own — not a copy of one. Each browses independently and remembers where it was, so a television can sit on Videos while the monitor on the desk is on Games.
One display takes input at a time, and it is obvious which: the others dim. L1 and R1 on a pad, or Tab and Shift+Tab, hand the controls to the next screen, and a click on a display takes them there. A mouse merely crossing onto another screen does not — passing through is not a decision about which screen you are using.
Whatever you open, opens on the screen you pressed it on, even when two screens are loading two things at once. Super+Shift+→ moves a window to the next one.
Resolution and refresh
Unlike Gamescope, which owns one output and scales one application onto it, every display here is a real output with its own render loop, driven by its own refresh.
A 144 Hz monitor beside a 60 Hz television runs at 144 and 60, not at one shared heartbeat. Settings › Display asks the two questions separately: pick a size, and the next page lists every rate that size really offers — never a mode the display has not listed.
HDR
Turn on high dynamic range for any display that supports it, and set how bright ordinary content should be on it.
Every HDR-capable screen is listed with what it is doing and the peak brightness it reports; a new one shows up the moment it is plugged in. HDR here is a setting of the display: the desktop is shown correctly on an HDR signal, and games that hand over HDR through Proton's native Wayland path are passed through to the screen.
Night light
Everything on a screen tinted towards a warmer colour in the evening, so a display looked at late is not a daylight-white one.
On a schedule — from sunset to sunrise where you are, or between hours of your choosing — or on until you turn it off, at the warmth you set on a bar. It works together with HDR rather than against it.
OLED protection
An OLED panel keeps what it is shown, and a start screen left up on a second display through an evening's play is a bar burnt into it. One switch rests that screen behind black while another one is in use.
Moving the pointer onto it brings it back in a quarter of a second. Once it is fully black the screen sleeps: the shell stops drawing it and everything on it is paused, costing nothing at all until you come back.
Scale and orientation
Application scaling makes the programs on one screen draw their interfaces larger — anything from 100% to 300%, set on a bar that reads 150% · Half again as large.
Orientation turns a screen standing on its side or hung upside down: 0°, 90°, 180° or 270°. Both are per display, like everything on this page.
A resolution per app
An application's, a Steam game's or a console game's menu carries a Resolution row: Native, or any smaller size that fits the screen.
Choose 1280 × 720 for a heavy game on a 4K television and it really draws at 1280 × 720, stretched over the whole screen — a cheap way to buy back frame rate on modest hardware. The choice is remembered for that game from then on; choose Native again to take it back.