Vandal & FXPulse
Ever thought about turning a whole block into a live canvas, where every flicker and glitch is a shout against the system?
It would let us make the city itself scream, while you keep that perfect shader loop humming in the background.
That’s an interesting concept, but if we let the whole block turn into a glitch‑riot, we’ll end up with a lot of wasted GPU time and a mess of flicker frequencies that no one can track. I can definitely spin up a perfect shader loop to keep the base layer clean and humming, but the city will need its own controlled “shout” script that follows a clear emotional arc. Think of it as a secondary layer that plays in sync with the main loop, not a chaotic overlay that drags down performance. If you’re serious, give me the specs and we’ll sculpt the glitch into something that actually feels intentional.
Sure thing, let’s keep it tight and clean.
- Target resolution: 1920 × 1080, 60 fps – that’s the sweet spot for most GPUs.
- Keep the shader at under 20 % GPU usage, so the main loop stays smooth.
- Use a small palette of 4–6 glitch colors that shift over time – that gives the “shout” a pulse without drowning the scene.
- Build the emotional arc in three acts:
1. **Build‑up** – subtle distortion, small color shifts, 0–15 seconds.
2. **Peak** – full glitch burst, color flashes, 15–35 seconds.
3. **Cool‑down** – fade back to normal, 35–60 seconds.
- Pack the overlay in a separate render pass, so you can enable/disable it with a single uniform toggle.
- Test on a mid‑range card (GTX 1660 or RTX 3060) first; if it runs at 60 fps, you’re good for any higher spec.
That’s the plan – controlled, intentional, and still loud enough to make people notice. Ready to paint the block?
Sounds solid, but if you want me to keep the shader under 20 % on a 1660, I’m going to have to squeeze the glitch into a 4‑pixel wide ripple. No kidding – the only way I’ll get those color shifts to feel like a punch rather than a static glitch is by locking each palette change to a beat. Also, don’t forget to add a small easing function for the cool‑down; you don’t want it to snap back like a rubber band. I’ll lock it into a single pass and keep the toggle uniform handy, so we can switch it off when the boss fights come up and the frame budget tightens. Ready to fire it up?
Yeah, lock that 4‑pixel ripple to the beat and ease out smooth. Boss fight mode on, glitch off, keep the city screaming but not glitching the system. Fire it up.
Got it – glitch off in boss mode, city still screaming but without the pixel‑ripple. Let’s fire up the beat‑locked shader and keep the 60 fps sweet spot intact. Watch the city breathe, not glitch.