Wooting One Analog Keyboard Coming With Optical Flaretech Switches (Update: Fully Funded)

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Andy Cook is an Associate Contributing Writer for Tom's Hardware US. He writes news and reviews, specializing in mechanical keyboards.
  • JamesSneed
    I wonder how they are dealing with dust and other particles getting under they key caps? Maybe they have some type of rubber o-ring that is built into the key cap? Anyhow seems like those optical sensors would degrade over time if dust isn't kept at bay.
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  • livingspeedbump
    I wonder how they are dealing with dust and other particles getting under they key caps? Maybe they have some type of rubber o-ring that is built into the key cap? Anyhow seems like those optical sensors would degrade over time if dust isn't kept at bay.

    I believe the dust would have to actually get inside of the switch itself. Though dust on the slider could work its way into the switch over time. If that will be enough to actually affect performance, who knows? These switches, while promising, have yet to really be field tested so it is really hard to make assumptions ahead of time with them.
    Reply
  • Quixit
    The PS2 had pressure-sensitive face buttons, that didn't go anywhere because they were annoying and useless. I really can't see pressure sensitive keyboard buttons catching one for a similar reason. What's the use case?
    Reply
  • therealduckofdeath
    The PS2 had pressure-sensitive face buttons, that didn't go anywhere because they were annoying and useless. I really can't see pressure sensitive keyboard buttons catching one for a similar reason. What's the use case?
    Depending on how accurate and detailed the analoge thing is, how about sneak/walk/run on one button? Anything with an engine game? Sport games? All sorts of games.
    Though, it all depends on how good these keys really are. :D
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  • scolaner
    The PS2 had pressure-sensitive face buttons, that didn't go anywhere because they were annoying and useless. I really can't see pressure sensitive keyboard buttons catching one for a similar reason. What's the use case?
    Depending on how accurate and detailed the analoge thing is, how about sneak/walk/run on one button? Anything with an engine game? Sport games? All sorts of games.
    Though, it all depends on how good these keys really are. :D

    Yep, exactly--that's the idea. Depending on how well Wooting carries it off, and how it works in games (it should "just work"), this type of design holds tons of promise for the future.
    Reply
  • livingspeedbump
    The PS2 had pressure-sensitive face buttons, that didn't go anywhere because they were annoying and useless. I really can't see pressure sensitive keyboard buttons catching one for a similar reason. What's the use case?

    Things like throttle, smooth turning in racing games, or really any vehicle movement come to mind. You could also play digital instruments potentially and actually capture dynamics potentially. There is definitely potential here, though until it becomes more popular (if it does) I don't think that potential will be fully realized!
    Reply
  • ammaross
    The PS2 had pressure-sensitive face buttons, that didn't go anywhere because they were annoying and useless. I really can't see pressure sensitive keyboard buttons catching one for a similar reason. What's the use case?

    Things like throttle, smooth turning in racing games, or really any vehicle movement come to mind. You could also play digital instruments potentially and actually capture dynamics potentially. There is definitely potential here, though until it becomes more popular (if it does) I don't think that potential will be fully realized!
    Yep, the question is not the use-case (as there's one or two examples in most/all current games and some apps), the question is developer support. Most people don't/won't have this, so it would be more on the keyboard manufacturer to create drivers to "interpret" for games that don't have support since it isn't popular enough to merit developer support for any reasonable fraction of games. They could implement a "threshold" setting where the keypress is interpreted as "walk" with a light <33% press, "jog" for 33-66%, and "run" for >99%; so basically 3 buttons in one. Combine that with the optional actual in-game native dev support and they might be on to something.
    Reply
  • scolaner
    17912230 said:
    The PS2 had pressure-sensitive face buttons, that didn't go anywhere because they were annoying and useless. I really can't see pressure sensitive keyboard buttons catching one for a similar reason. What's the use case?

    Things like throttle, smooth turning in racing games, or really any vehicle movement come to mind. You could also play digital instruments potentially and actually capture dynamics potentially. There is definitely potential here, though until it becomes more popular (if it does) I don't think that potential will be fully realized!
    Yep, the question is not the use-case (as there's one or two examples in most/all current games and some apps), the question is developer support. Most people don't/won't have this, so it would be more on the keyboard manufacturer to create drivers to "interpret" for games that don't have support since it isn't popular enough to merit developer support for any reasonable fraction of games. They could implement a "threshold" setting where the keypress is interpreted as "walk" with a light <33% press, "jog" for 33-66%, and "run" for >99%; so basically 3 buttons in one. Combine that with the optional actual in-game native dev support and they might be on to something.

    Unless I'm mistaken, that's the whole point of the analog switches--the game reads the input like it was a joystick or w/e, not as a simple on/off function.
    Reply
  • ammaross
    17912407 said:
    17912230 said:
    The PS2 had pressure-sensitive face buttons, that didn't go anywhere because they were annoying and useless. I really can't see pressure sensitive keyboard buttons catching one for a similar reason. What's the use case?

    Things like throttle, smooth turning in racing games, or really any vehicle movement come to mind. You could also play digital instruments potentially and actually capture dynamics potentially. There is definitely potential here, though until it becomes more popular (if it does) I don't think that potential will be fully realized!
    Yep, the question is not the use-case (as there's one or two examples in most/all current games and some apps), the question is developer support. Most people don't/won't have this, so it would be more on the keyboard manufacturer to create drivers to "interpret" for games that don't have support since it isn't popular enough to merit developer support for any reasonable fraction of games. They could implement a "threshold" setting where the keypress is interpreted as "walk" with a light <33% press, "jog" for 33-66%, and "run" for >99%; so basically 3 buttons in one. Combine that with the optional actual in-game native dev support and they might be on to something.

    Unless I'm mistaken, that's the whole point of the analog switches--the game reads the input like it was a joystick or w/e, not as a simple on/off function.

    I haven't seen many PC games that take analog input for movement (except sometimes the console-port games like Darksiders, et al). For example, how would this work in World of Warcraft? It isn't developed with analog movement in mind, but with the "driver workaround" I suggest, it would.
    Reply
  • lorfa
    Optical switches are awesome since they have no contact bouncing, but to use them in this regard seems strange. I can't think of many applications.
    Reply