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Persona

Subspace Glitch™

Bursts of signal breakup: the frame tears into horizontal slices that shear sideways, the colour channels split, blocks corrupt, and analog noise crawls over the whole thing. It fires in bursts on a timer rather than running flat out, so it reads as a signal dropping rather than as a broken renderer

Controls

ControlRangeDefaultEffect
Intensity0 – 21Overall strength of a burst
Speed×0.1 – ×4×1How fast the pattern mutates. ×1 re-rolls the tear 24 times a second
Interval0 – 8 s3 sSeconds between bursts. 0 runs it continuously
Duration0.1 – 2 s0.4 sHow long a burst lasts
Slices4 – 8024Horizontal bands the tear snaps to. Fewer is chunkier
Shift0 – 120 px30 pxHow far a torn slice moves sideways
RGB Shift0 – 20 px4 pxChromatic channel split during a burst
Blocks0 – 10.5How much of the frame corrupts into displaced cells
Noise0 – 10.35Analog noise and scanline flicker during a burst

The Burst Timeline

Between bursts nothing renders at all — the effect is genuinely idle, not merely subtle. A burst decays over its Duration rather than cutting out, and the wait for the next one is jittered around Interval so the rhythm never becomes metronomic

Setting Interval to 0 removes the timeline entirely and holds the glitch on permanently. That is the setting for a "signal lost" card, not for a stream you intend anyone to watch for long

Shortening Interval while a burst is pending brings the next one forward rather than making you wait out the old schedule, so the slider responds while you are dialling it in

Tuning It

The two sliders that change the character rather than the amount are Slices and Speed. Few slices with a large Shift gives heavy, deliberate tearing; many slices with a small shift gives a fine, noisy shimmer. Speed decides whether the pattern strobes or crawls

RGB Shift and Noise read as the signal's medium — raise them together for something analog, drop Noise to 0 and keep Blocks high for a digital, codec-failure look

Last updated on September 3, 2026

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