Twinned from https://github.com/cfsh/ninefold/issues/507 by tools/beads/import_github.py's reconcile pass.
One question, defaulted, shipping in #508. Answer with a letter whenever.
Context. #102 (yours) asked the roll to stop animating "even when not playing the pattern that is selected", and #105 answered by HIDING the playhead. #496 (also yours) is the same behaviour arriving as a complaint: *"only showing a few frames / lagging."* Both readings are fair — the disagreement is about what the roll should say when the pattern on screen is not the one sounding.
Measured on the starter demo with home open: lit for bars 0-1, dark for 2, lit for 3-4, dark for 5-6. The playhead advances every frame throughout, so nothing is actually lagging.
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A. Ghost it — the default, shipping now. Same playhead, 22% alpha, no top marker. Note-hit lighting and the onset pop stay strictly gated and go dark, so the roll still never claims this pattern is sounding. Matches the song grid, which sweeps continuously.
before (bar 6, lift sounding, home open) — no playhead at all:
https://github.com/cfsh/ninefold/blob/bff7cedde477c43f8d852557adc707ad0894689c/pr508/before-bar6-playhead-absent.png
after — ghosted: https://github.com/cfsh/ninefold/blob/bff7cedde477c43f8d852557adc707ad0894689c/pr508/after-bar6-playhead-ghosted.png
for reference, lit (bar 0, home sounding):
https://github.com/cfsh/ninefold/blob/bff7cedde477c43f8d852557adc707ad0894689c/pr508/after-bar0-playhead-lit.png
B. Keep #105 hiding it, and make the absence legible instead — e.g. the roll header saying which pattern is sounding right now, so a dark roll reads as information rather than as a dead renderer. Costs a hint slot; keeps #102 absolutely.
Recommended: A. It answers the complaint without weakening what #102 was actually about, and it removes the divergence you named between the two playhead implementations. B leaves the roll dark for whole bars, which is the thing that read as broken in the first place.
A ships if unanswered. If you want B, say B and I will file it.
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