Does Razer's new keyboard feature give gamers an unfair advantage?

Daniel Sims

Posts: 1,499   +46
Staff
A hot potato: Razer recently introduced a feature for some of its keyboards that virtually eliminates input lag when transitioning between opposing directions while playing games. Tests prove that the functionality enables previously impossible movements in certain titles, leading some to label it cheating.

Razer has sparked controversy in the competitive gaming community since introducing a new method for resolving simultaneous input dilemmas. Another keyboard manufacturer, Wooting, expressed concern over the feature but also adopted it to gather customer feedback.

A recent software update for Razer's Huntsman V3 Pro keyboards added a function called Snap Tap, which instantly cancels directional inputs in games upon detecting an opposite input. Demonstrations show that this enables movements in some titles that were previously impossible, particularly Counter-Strike 2 and Overwatch 2.

Normally, if a player simultaneously presses the left and right movement keys, these games acknowledge neither, freezing the player in place. As such, shifting between opposite directions typically involves lag since players must release the first key before the game accepts the second.

With Snap Tap, the second key immediately overrides the first, allowing near-instantaneous side-to-side switching when strafing. The effects differ between games, but YouTuber "optimum" demonstrated how it can increase aiming speed in Counter-Strike 2 by up to 50 milliseconds – an eternity in that game – and allow unprecedented mobility in Overwatch 2. However, the way Valorant handles animations appears to nullify any advantage from Snap Tap.

This feature has technically existed for some time in software form under the name "null bind," but Razer has implemented it at a hardware level. That distinction could make Snap Tap difficult for games to detect.

Some have compared Snap Tap to Wooting's recently introduced "Rappy Snappy," which significantly diminishes lag between opposing inputs by prioritizing the depression depth between keys. Wooting defended its implementation by stressing that Rappy Snappy doesn't instantly switch between opposite inputs like Razer's functionality. However, Wooting owners can now download a beta of the company's answer to Snap Tap in case it becomes the new standard.

Normal operation (top) compared to Snap Tap (bottom)

The controversy closely resembles one that emerged in the fighting game community in recent years, and established a precedent for banning Snap Tap. Pro players of games like Street Fighter and Tekken have started competing with fight sticks that use buttons instead of levers for directional input, allowing much faster transitions between directions because the player's hand no longer has to move a stick across its gate.

However, they also allow simultaneous opposing cardinal directions (SOCD) like a keyboard, which fighting games weren't designed to accommodate. For example, blocking in both directions simultaneously became possible in Marvel vs Capcom 3 before Capcom patched the game. The company subsequently banned SOCD for its 2023 Pro Tour. It's unclear if Valve or Blizzard might follow suit or adapt to the new tactic.

Permalink to story:

 
For a long time, I believed that in a game where you control a character, or to be more specific a human, it would make sense to mimic smoother, slower movements with a delay, kind of like in real life. You start moving a mouse up, and it "starts moving the hand with a gun like it is on a rubber rope" for example.
At the same time, The speed of movement should not be as fast as a player can movie a mouse. At least not in realistic games. I know, a lot of people would hate this. But it is because they were exposed for generations of games with the same mechanics that allow these new features that are indeed no other but cheating.

Some of these things have been implemented before. For example, some games have delay when you switch a weapon. But everything else shoulds could also be more realistic.
 
I just watched a Karl Jobst ?? spelling speed running video the other day, where maybe a wooting KB, someone programmed a the up and down to get double input ( not exactly correct ) , as opposed to tapping as quickly as possible (might have details wrong ) , anyway they annulled the record ( plus person hid the fact they were doing this ) , My take is it would be game dependant for speed runners , in a MMP tough luck folks will buy these,
Plus in speedruns , you could add notations
 
Null bind may take some of the skill out of gaming but the fact is certain hardware will always give people an advantage, almost in the exact same way it's way easier to get a fast rebound time on mechanical keyboard compared to using a cheap membrane one.
 
I would say this is cheating. Anything more than the keyboard sending the keys that were pressed should not be allowed in competitive gaming.

Easy fix. If it's "competitive" as in a pro league you simply do what automotive racing does. All competitors use the same equipment with only minor tweaking allowed. As for anyone that considers themselves "competitive" when all they do is play on-line they need to get over themselves. At most it's for bragging rights, and if it's that important, well people need to get perspective, and a life...
 
Null bind may take some of the skill out of gaming but the fact is certain hardware will always give people an advantage, almost in the exact same way it's way easier to get a fast rebound time on mechanical keyboard compared to using a cheap membrane one.

I remember when 3 monitor surround gaming was in vouge. I had one and I couldn't explain no matter how I tried that it not only wasn't cheating it gave virtually no advantage because your focus was on the center monitor. All it did was fill in the peripheral vision and make things more immersive. So if a person uses a 21:9 monitor does that mean they're cheating? More importantly at a professional level those players could kick most people's butts with a potato setup. IMHO the people most up in arms are most likely "competitive" in their minds more than anything else.
 
Is it cheating? Well, you have olympic athletes using materials (clothing, shoes, etc.) to give advantages that didn't exist in the past. In the special olympics, you have some athletes that have like custom legs etc. that actually exceed the capabilities of the best human leg. Golfers get new technology golf clubs, and even developed some kind of new golf balls; and some started doing that thing where they choke waaaay up on the club to make shorter shots. I'm not that into sports or I could probably have better examples.

Some of these specific improvements end up getting considered a cheat and barred and some don't.

I don't play competitively so I have no real opinion. Or do speed runs.

Competitively, I could see it being an issue if it's giving people a big advantage. Of course the games that are still under active development could be patched to either detect this instantaneous input and reject playing that way, or detect the keyboard by USB ID and tell people they must use a different keyboard I suppose. Or just modify the game so it rejects that type of input.

For speedruns, it's tricky. It's a capability that didn't exist before. But, in a lot of cases, these speedrunners are not using the original controllers or any controller that was available at the time the games were out anyway; running in emulators where they can restart individual segments, the respective speedrunning communities are scouring the code for game bugs to shave off even more time, analyzing things frame-by-frame, and so on. I mean, at that point, your not really picking up a controller and just running through the game quickly anyway. Which is fine, but when you're going to those extremes anyway, is also using a even faster controller a cheat or not?

It might make sense to not just bar use outright (as far from stock as most speedrunners are anyway) but put them on their own leaderboard, or at least stick up an asterisk indicating one was used. Again, I'm not a speedrunner so no big deal to me.
 
Easy fix. If it's "competitive" as in a pro league you simply do what automotive racing does. All competitors use the same equipment with only minor tweaking allowed. As for anyone that considers themselves "competitive" when all they do is play on-line they need to get over themselves. At most it's for bragging rights, and if it's that important, well people need to get perspective, and a life...
I mean, you're right. But I couldn't help picturing like "Welcome to the competition, sponsored by Alienware" (owned by Dell) and they have some sick-looking gaming rigs, but for some reason they decide to throw in the $5 generic Dell keyboard and mouse. LOL.

I'm still rocking IBM Model M keyboards myself. Man those suckers last forever -- the date stamp on the bottom of the one I'm typing on right now says it was made in 1990. The buckling springs make for the ultimate in key feel, but it might have too much travel and too much resistance before the spring buckles and your key presses to shave those last few ms off for highly competitive gaming.
 
Really? I got a Viper Mini and it has lasted me over 3 years...

Likewise a Viper Ultimate and Naga Pro still going strong, daily driver and RTS/4X etc gamer respectively.
Beats out any other brand so far in most metrics I care about.
Same future path applies as for anything else. They'll either eventually die or be superseded by something better at which point I'll get whatever new version or take a shot at the best of the rest (backed up by weight of positive review and pricing) I'm generally a brand loyalist until major unrectified screw ups occur or an alternative option as good but cheaper comes up when needed, and that's generally every 3-5 years. Anything that breaks down before then, especially with the care I give, goes down a tier or more in my estimation.
 
For a long time, I believed that in a game where you control a character, or to be more specific a human, it would make sense to mimic smoother, slower movements with a delay, kind of like in real life. You start moving a mouse up, and it "starts moving the hand with a gun like it is on a rubber rope" for example.
At the same time, The speed of movement should not be as fast as a player can movie a mouse. At least not in realistic games. I know, a lot of people would hate this. But it is because they were exposed for generations of games with the same mechanics that allow these new features that are indeed no other but cheating.

Some of these things have been implemented before. For example, some games have delay when you switch a weapon. But everything else shoulds could also be more realistic.

The problem with this is that, without force feedback, it is going to feel horrendous to play. And ehh.. games are supposed to be fun.
 
Back