From 79383df6d8c5a004794d29b737b9ce94a1d90eec Mon Sep 17 00:00:00 2001 From: BoulderBadgeDad Date: Sun, 28 Jun 2026 17:29:22 -0700 Subject: [PATCH] worker orbs: let the toggle win over reduce-effects (experiment) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Reduce-effects used to force-kill the worker orbs (isEnabled() had && !_reduceEffectsActive), which also made the orb toggle a dead setting whenever reduce-effects was on. The assumption was "the orbs ARE the expensive thing." On inspection that looks wrong: the dashboard orb glow is drawn with canvas radial gradients, not a CSS blur(28px). The genuinely expensive blur is the SIDEBAR aura orbs + frosted glass (CSS filters), which reduce-effects still kills via filter:none regardless. So the orb canvas's per-frame cost should be moderate, not the blur-rasterize lag. So decouple them: the worker-orbs toggle controls the orbs on its own; reduce-effects keeps killing the expensive CSS rendering but no longer gates the orbs. This also fixes the dead-toggle conflict (the orb toggle now works under reduce-effects instead of being silently overridden). Empirical: try it and watch the dashboard CPU. If the orb canvas under reduce-effects pushes it back up, revert is one token — re-add `&& !window._reduceEffectsActive` to isEnabled(). --- webui/static/worker-orbs.js | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/webui/static/worker-orbs.js b/webui/static/worker-orbs.js index 3ada6f53..449969dc 100644 --- a/webui/static/worker-orbs.js +++ b/webui/static/worker-orbs.js @@ -1057,7 +1057,12 @@ // ── Page awareness ── function isEnabled() { - return window._workerOrbsEnabled !== false && !window._reduceEffectsActive; + // The worker-orbs toggle controls the orbs on its own — reduce-effects no + // longer force-kills them. The orb glow is canvas radial gradients, NOT a CSS + // blur(28px) (that's the sidebar aura orbs + frosted glass, which reduce-effects + // still kills), so the per-frame cost is moderate, not the blur-rasterize lag. + // If real telemetry says otherwise, revert by re-adding `&& !window._reduceEffectsActive`. + return window._workerOrbsEnabled !== false; } // ── Real telemetry → pulses ──