Razer's new keyboard is basically cheating.

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Publicado 2024-07-21

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  • @MrMaxim
    The idea of null binds started in 1.6 so its funny how this is like 20 years old but built into keyboards now
  • @realsmoggy
    It’s genuinely crazy how much effect wooting has had on the keyboard market.
  • @user-oz9tn2td3q
    People from the fighting game community: "ah shit, here we go again"
  • @ImSaintRyan
    It would be nice to see an update come to Wooting’s Rappy Snappy to toggle the priority between last pressed or furthest pressed input
  • @dummmonke4269
    Imagine getting back from a nine-to-five and deciding to play some OW, and see someone shaking like they're having a grand mal seizure clap everyone around you.
  • @kafi_99
    lmao that strafing in OW looked so insane
  • @AndreiTache
    I think its wild that a free script doing this that anyone can use is considered cheating but a $100+ keyboard only some player have is seen as fine
  • @electrified0
    "At a hardware level" is becoming extremely ambiguous as hardware components become microcomputers themselves. Keyboards like WOOTING and Razer Hunstman have full-blown CPUs, RAM, and storage inside. Unambiguously allowing any "hardware level input" by defining the cutoff point at the driver also means that explicitly banned complex macros and scripts must be allowed if they run on the Keyboard's CPU instead of the gaming PC's. Esports should really get ahead of this by creating clear guidelines around what is and isn't "raw input" or we're just going to see more and more monitors giving extra-sensory information and mice/keyboards correcting aim and movement in completely "legal" ways.
  • @GFClocked
    This was banned in fighting games. There are rules that simultaneous opposite cardinal directions must produce no action within the controllers firmware settings. I'm sure same will be done for other games.
  • @Fireblaze3127
    This overwatch movement is actually possible on the wooting currently btw if you use Joystick inputs (since the game accepts simultaneous controller and keyboard inputs). There are 2 ways you can choose SOCD handling, adding the magnitude of both inputs (so if you press A for 50% and D for 25% simultaneously, the resulting output will be 25% on A) or what they call "snappy joystick." This uses whatever maximum value is being pressed, so if you press A for 75% and D for 76%, then you'll get the full 76% D input. The setting is found under "Gamepad Response." Click on "Advanced Settings" by the analog curve and make sure "Snappy Joystick" is checked. The SOCD handling of this (which only matters when both keys are bottomed out simultaneously essentially) is last input wins, so if you bottom out A, then bottom out D, you'll get a full D press and can do a similar hold A and spam D input to get no dead time jiggles. Other benefits of using joystick input on overwatch are things like 8 way dash abilities become full 360-degree options (Tracer blink, lifeweaver dash, etc.), and a more intuitive feel with some abilities such as Reinhadt charge. Instead of having to tap and release a direction for charge over and over again because you don't want that full input for a precise turn, you could just half-press A or D. 8 way dash abilities take practice and the high-speed nature of tracer makes it pretty impossible to implement mid-fight awkward blinks, but I personally find very slight micro adjustments with soldiers run and full control over Moira's fade (you can do a half press and get very slow movement speed with it) to be useful.
  • @skripe
    Honestly I'm surprised its taken this long for nulls to be added to keyboards since movement nerds like me have known about it for years upon years and have known just how overpowered it can be.
  • @timo7641
    me with a laptop keyboard. "huh, neat stuff"
  • @kaimuu
    really funny how wooting announced it months ago and then razer just publishes the same thing before they do (although the rappy snappy beta is available for wooting as of 4 days ago), as you've said it's not entirely the same thing but I think wooting will just update it so the user can choose which version to use
  • @AndreaTG-f8u
    that's sick i would prefer my last pressed strafing input to be the recognized input, that feels right. as an old bastard though, i hate how many multiplayer shooters are wiggle-fests. going to go take my nap now
  • @owencmyk
    This is called SOCD (simultaneous opposite cardinal direction) cleaning and it's a problem that fighting games have been dealing with for a long time especially since some characters require you to hold one direction and then flick in another to perform certain moves. Generally it's been decided that both methods are tournament legal in most cases, but generally the ability to override the directions like this is on it's way out in favor of having the inputs cancel out (as they do already in CS by default). Also, this is detectable pretty easily from replays by simply checking the amount of times they perfectly switch directions in one frame
  • @lollo863
    I've never watched before but I want to compliment on your presentation, production, and presence. I was also really happy you pointed out the null-canceling movement scripts in TF2 and CS, showed you know your stuff.
  • @_NaLo_
    Honestly, competitive FPS games should just implement this themselves and make it an optional settings. If the strafe spam is too strong, then it should be nerfed in-game with (de)acceleration (like in Valorant I guess).
  • 3:19 optimum's effort in this video should be appreciated a lot more, he has some of the most innovative testing methodology despite being much smaller than giant media groups like LMG. I'm so glad I subbed to him.