data-storm

A massive invisible information system malfunctioning in realtime. Not VHS glitch — computational overload: a rendering pipeline collapsing under infinite throughput.

What it’s for

data-storm is what a screen looks like when the machine behind it is rendering everything at once and none of it correctly. Thousands of broken UI layers stacking, GPU buffers leaking into each other, overlapping operating systems, fake windows that never finish drawing — digital noise becoming architecture. It is the sibling of signal-collapse, but where that effect is analog signal death, this one is computational: the throughput, not the transmission, is what broke.

Reach for it when the shot needs to feel like an AI datacenter hallucinating its own interface rather than a tape going bad — a system overwhelmed on screen, a heist seen through a surveillance grid that’s drowning in feeds, a title card for something synthetic and overloaded. The master strength dials it from “dense background telemetry” to “the render pipeline is gone”.

What it does to a frame

Where it lives in the app

Effects tray, group Glitch & analog noise. Add it to any layer. It reads strongest on moving content because the temporal accumulation needs something to chase. Gate it with a mask layer so the overload eats just the diegetic screen or the lower third while a face stays clean — an interface coming apart that earns its place instead of being wallpaper.

Parameters

KeyRangeDefaultEffect
strength0–10.9Master gate — overall severity of the overload
density0–10.8Count and opacity of drifting UI fragments
streaks0–10.75Rate, length and brightness of horizontal data streaks
scanGrid0–10.5Background data-grid + subpixel shimmer and light pillars
rgbSplit0–10.7Chromatic channel desync magnitude (motion-reactive)
debris0–10.6Density of glowing micro pixel particles
ghosting0–10.55Fake terminal/HUD window frequency and coverage
accumulation0–10.5Temporal echo persistence (drives frame-history depth)
corruption0–10.6Dropped-row and per-cell glyph-mangle amount
flicker0–30 Hz14Instability re-roll rate — how fast structure lurches
coreR/G/B0–2550 / 229 / 255Dominant neon colour (single Core neon picker)

Pairs well with