Ram use and transparent effects

Interesting you should ask. The opacity blur effect does have overhead, though I don’t think ram is a significant issue, but cpu usage is.

While tracking down a bug, jolla came across a solution which peaked @nephros curiousity about this:

The code, maybe, this: GitHub - sailfishos/qtscenegraph-adaptation

But there maybe other things involved.

The way things are done on SFOS uses custom (Sailfish.Silica) QML classes. Those are generally not compatible with other OS. If you want to see a ‘cross-seciton’ of QML approaches with one c++ base, have a look at GitHub - poetaster/SailConnect4: Connect 4 game with strong and configurable IA for Sailfish OS and desktop using Qt/C++ to see parallel Android and SFOS stuff. But I admit I’m not the original developer and have never tested Android.