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Persona

Subspace Glitch™

Subspace Glitch™ simulates sudden broadcast signal disruptions: horizontal slice tearing, RGB channel splitting, pixel block corruption, and analog screen static. Glitch bursts trigger in rhythmic intervals by default rather than running constantly, authentically capturing intermittent transmission glitches.

Stage with the effect onStage without the effectOriginalEffect

Controls

ControlRangeDefaultDescription
Intensity0 – 21Overall strength of individual glitch bursts
Speed×0.1 – ×4×1How rapidly the glitch pattern flickers and mutates
Interval0 – 8 s3 sCooldown duration between bursts (0 runs continuously)
Duration0.1 – 2 s0.4 sActive length of a single glitch burst
Slices4 – 8024Number of horizontal tears; lower values yield broader slices
Shift0 – 120 px30 pxMaximum sideways pixel offset of torn slices
RGB Shift0 – 20 px4 pxColor channel separation distance during bursts
Blocks0 – 10.5Proportion of the frame broken into displaced square mosaic blocks
Noise0 – 10.35Intensity of analog TV static and scanline flicker

The Burst Timeline

Between bursts, glitch calculations are skipped to conserve GPU performance. An active burst decays naturally over its Duration along a smooth curve rather than cutting out abruptly, and interval timing incorporates subtle random variance to avoid mechanical repetition.

Setting Interval to 0 runs the effect continuously, which works well for a persistent "Signal Lost" or "System Error" screen. Lowering the interval slider during a cooldown immediately schedules a new burst for instant feedback while adjusting settings.

Style Tuning and Medium Simulation

Slices and Speed define the physical character of the tear. A low slice count with a high Shift creates violent structural tearing, while dense slices with small shift values produce high-frequency, jittery vibration.

RGB Shift and Noise evoke vintage VHS tapes or CRT monitors. Setting Noise to 0 while boosting Blocks and RGB Shift produces modern digital video corruption, mimicking streaming packet loss and codec artifacts.

Last updated on November 3, 2026

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