The lua layer is a patching layer. Far as I know it’s not possible to generate or process signals in the ER-301 with lua code. But even if you could, I’d think the white noise object that’s being used from the c++ layer would be more efficient since it’s compiled rather than interpreted.
The Pingable Scaled Random does include the GridQuantizer, which probably takes some CPU (whether you engage it or not, via the menu). Having a version that doesn’t include it could be a possible CPU reduction. I guess it would be similar to building it into the UI layer except you’d shed whatever overhead is taken up by the extra unit containers for white noise, S&H, offset, and a VCA.
I’ll add it to my list of things to try and see if it makes a difference. Outside of that, it sounds like more of a c++ layer thing that Brian would have to address at this point in time.