Analog Key Features

True Analog Movement

The amount the key is pressed directly controls an analog axis similar to moving a steering wheel gradually to the right, or moving a gamepad thumbstick gradually forward. Pressing two keys at the same time allow for both speed and direction control.

Analog + Digital on same Press

In an effort to enable analog control and allow normal functioning of the keyboard we have developed a solution that allows both to be active at the same time. In this example, 80% of the key travel is used for analog control as above, however, after the analog value has reached the 100% value, the normal digital key press of “S” is also activated. This allows the user to have full analog control without losing the ability to type normally on the keyboard as well. This means the user does not have to do anything to enjoy analog movement and digital movement across all games. Please note this is a Patent Pending feature.

Selected Activation Point

The key can activate at any point in the key press. In the “Low Activation Point” example, the “W” key is sent when the user presses the key all the way at the bottom. This is useful when the timing of the key press is required (for example in rhythm games). In the “High Activation Point” example, the “W” key is sent when the user presses the key a very small amount. This is useful when the user wants the key to feel more responsive for action games.

Stacked Activation

The key can activate different functions at two points in the key press. In Option 1 the “W” key is activated and held down at the top of the press and the “J” key is also pressed when the key is pressed all the way down. This is useful for games that have no analog movement but the user wants to assign a “walk” and “run” command to the same key press. Option 2 toggles the “W” key and the “J” key depending on how far down the key is pressed. This is useful for MOBAs and RPG games where showing the area of effect of a spell before casting.

Key Repeat Rate

The key can repeat a function at a rate in proportion to how far down the key is pressed. In this example, the “W” key is activated at a slow rate at the top of the press and a faster rate as the key is pressed. It is held down at the bottom of the press. This is useful for games that have no true analog support but it can be “simulated” to provide different speeds in the game that only support keyboard input. This is also useful in many creative applications to increase/decrease values.

Velocity Activation

The key can sense how fast it is being pressed. In this example if the key is pressed slowly it activates a “W” key, and if it is pressed quickly it will activate the “J” key. This could be used to have a “light” punch and a “strong” punch be assigned to the same key that will activate based off how fast and deliberate you press the key. This can also send discrete values based off the velocity that can be used for music applications for how loud a note is played, for example.


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