#keyboard passthrough
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虛擬桌面宣布其期待已久的多顯示器模式剛剛作為測試版推出
虛擬桌面(Virtual Desktop)是一款先進的應用程式,允許用戶在虛擬現實環境中訪問和操作電腦桌面。近期,虛擬桌面推出了期待已久的多顯示器支持測試版,為用戶帶來更靈活的使用體驗。這一更新允許在不同的 VR 設備上同時串流多個顯示器,��中 Meta Quest 3 最多支持 3 個顯示器,Meta Quest 2 和 Meta Quest Pro 則最多支持 2 個顯示器。新版本還包括鍵盤透傳支持、提高桌面比特率上限、縱向模式按鈕等多項改進。此外,虛擬桌面修復了多款遊戲的兼容性問題,如 Roblox 和 VRChat,使得用戶在遊戲過程中有更佳的體驗。這些改進和更新表明,虛擬桌面致力於不斷提升虛擬現實的實用性和靈活性,為用戶帶來更加豐富和沉浸式的體驗。 參與測試版的步驟 欲參與這次的 Beta 測試,使用者需前往 Meta Quest…
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#鍵盤透傳#虛擬現實更新#虛擬實境#虛擬實境資訊#虛擬實境新聞#虛擬桌面#高比特率VR#high bitrate VR#keyboard passthrough#META#Meta Quest#Meta Quest 2#meta quest 3#Meta Quest Pro#multi-monitor support#Pico 4#Pico Neo 3#Quest 3#Virtual Desktop#virtual reality updates#VIVE Focus 3#VIVE XR Elite#vr#VR Beta release#VR compatibility#VR gaming#vr news#vr news today#VR software#VR streaming
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Last Monday of the Week 2025-01-13
It Fuckin Cold
Listening: Checking out jwz's 2024 wrap-up mixtape, here's I Go Dance by Kiesza
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The jwz annual and monthly mixtapes are good club music source for people like me who cannot stand to sift through piles of club music. Other good tracks from this are Spinning by Pom Pom Squad and Guess by Charli xcx
Reading: Blog catch-up, nothing too remarkable.
Playing: Getting back into Cyberpunk 2077 because I want to finish that in relatively short order. There's a lot going on! I do feel a little bit like Netrunning is OP in smaller fights where you can just dump a ton of damage onto one target and take them down in a few seconds without aiming, but I guess I can only do that because I have 20 levels in it. Presumably if I had 20 levels in Strength I'd be able to do something preposterous with a club.
After giving my parents my old VR headset I saw a good deal on a replacement and I've been kicking the tyres on that. The Quest 3 colour passthrough is for real a huge usability improvement, it's kind of hard to justify using the virtual world for the menu when you have such a good passthrough.
Otherwise, the optics are clearer and if you do run things on the headset it can push more pixels. Shunted the latest ALVR release onto it and it runs great over the wifi, potentially a little better since it supports a slightly more advanced WiFi standard.
At some point I need to talk to the furries in my life about VRChat and/or Resonite, they sound fun.
Watching: Miami Connection at Movie Night, a very bad martial arts movie made by Y. K. Kim, a Korean martial arts guy who wanted to make a movie. It's also got several full-length songs, written by one of the actors who is like. A well known shred guitar guy?
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Yes that guy looks like Patrick Stickles. He's the leader of one of the gangs.
This movie has too many gangs, too many plotlines, and not enough of. well. a movie. We did all get very invested in the one guy's subplot.
Also watched the new Scott Pilgrim Takes Off. Solid comedy! It does really enjoy being a Part Of Scott Pilgrim.
Making: Household printing experiments, a fan booster for my woefully underpowered bathroom extractor.
Also, an extremely ill-fated foccacia. I will learn to Bread someday.
Ever since I started using a commercial split keyboard at work I'm now running into switching issues using Galena at home, which means I might be rebuilding Galena with a new form-factor. Again. Fortunately I know someone at work with a laser cutter so hopefully I can bug her to cut some acrylic for me.
Tools and Equipment: Lead free solder is good, but you should really get the Tin/Copper/Silver stuff, not the Tin/Copper stuff. I don't know why but that tiny bit of silver really makes an enormous difference in the way the solder flows. Tin/Copper is much like PVC sleeved wires, cheaper and possible to economize on at scale but for small projects, you should probably go for something nicer and save yourself the trouble.
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I Love To Shoot At Trouble
During the Steam Christmas Sale I ended up buying Need for Speed: Most Wanted 2012 because it was like $6 or $7 and I'm in the mood for a new racing game to chew up. EA already gave the game away for free in like 2015, but that meant installing "The EA App". I figured having it on Steam would be more convenient.
You'd think so.
It's not! As part of the first time launch, it installs "The EA App" anyway, which also means it found and uninstalled whatever version of Origin I still had (I wasn't aware I'd ever reinstalled Origin since my HDD crash). As part of this process, it also asked me for my EA password, I misread Firefox's stored password incorrectly, and went through the trouble of resetting my EA account with a new password before linking it to Steam. To my surprise, EA's been sitting on my seven year old cloud save from the few minutes I played of this on Origin in 2017, and asks if I want to import it. Sure, I guess.
So that's ten minutes down the drain before I can even boot up the game. Okay, fine, the game finally launches. Gotta wait while it boots up The EA App each time before it boots into the game, gotta wait for the title screen logo animation, gotta wait for a 10-15 second load screen because even though this game came out in 2012 it's gotta ping some always-online "Autolog" leaderboard whatever. Once it connects, it has to do a slow cinematic pan across your car, telling you what your online rivals have done since the last time you connected, and what kind of equipment you have on your car.
All told, every time you boot up Most Wanted 2012, you're looking at a 30-45 second wait before the game actually hands over control and lets you start driving.
Pull the accelerator and instantly Most Wanted SCREAMS at me:
Fair enough. I'm using a Dualshock 4, and the Playstation 4 did not release until over a full year after this game. Click to the menu it's asking of me and see that the control binding menu is awful -- it's one of those super oldschool ones, like binding keys one by one in Doom 2. I have no idea what these buttons are supposed to be in terms of Xbox equivalents, and I realize that Steam has this thing called "Steam Input" that's supposed to be handling all of this anyway. Steam Input generally makes my Dualshock 4 look like an Xbox controller to most games.
I exit out of Most Wanted, force Steam Input to "on" (I was messing with its settings recently, so I thought maybe it was disabled), and relaunch the game again. Wait for the EA App to boot up, gotta wait through the title screen logos, gotta wait 10-15 seconds on a loading screen, gotta wait another 5-10 on the cinematic pan across my car. I have now spent a minute and a half total waiting for this game to boot while I troubleshoot this.
Pull the accelerator. Instead of it complaining about my controller, straight up nothing happens. That's weird. The Start button works, the analog stick seems to work in the pause menu, but the triggers do not. The face buttons also do nothing. Upon checking the settings, that's because Most Wanted has settled on keyboard mode, even though it's clearly accepting some controller input. After poking at it, it does not seem like there's any way to get it to see my controller.
This makes Most Wanted a special game, because a lot of games I play will happily accept that Steam Input is telling it I have an Xbox controller connected even when I absolutely do not. But this is the rare 1% that seems to be incompatible. It's time to bring in the big guns.
Mayflash makes a terrific little passthrough device called the Magic NS, and the general purpose of this device is that it lets you use any controller on any other platform. An Xbox controller on a Playstation? No sweat. A Playstation controller on the Switch? It'll handle it. If you upgrade to the Magic NS2, you even get full gyro support. Every NS device also doubles as a Bluetooth dongle, so you can stay wireless if that's your thing. I love it so much I bought two, because generally they're only about $20.
A Magic NS2 for my Switch... and Magic NS1 for my PC. Strictly for scenarios like this, where a game expects an Xbox controller and Steam Input fails its camouflage.
Plug the NS1 in, connect my Dualshock 4, and once again boot up Most Wanted and wait the 45 seconds to get through the EA app, logos, loading, and the cinematic pan across my car. More than two full minutes now looking at this junk, and that's not counting the time spent outside of the game troubleshooting this in menus or digging out dongles or whatever.
Pull the accelerator... and my car starts to drive! I can steer! It works! Of course it works. The Magic NS never lets me down. I pull up to the first race event...
Press J and K to start the event.
Those are, uh. Those are keyboard keys. I'm using a controller. The controller is fully functional. You don't need to tell me this in keyboard controls. This isn't going to be one of those games, is it? The kind that still tells you everything in the keyboard shortcuts no matter what?
I drop into the menus again and see Most Wanted is still stuck on Keyboard mode and won't let me switch to anything else, even though I'm clearly using a fully functional controller now. This can't be right. But then I remember: Steam Input is still turned on, and when I forced Steam Input to be on, Most Wanted got stuck in this keyboard mode.
Exit out of the game, tell Steam to turn off Steam Input for this specific game only, and relaunch. Wait through all that crap again. We're up to three minutes just waiting for the game to start, and probably closing in on 20 minutes since I first decided I wanted to try Most Wanted.
Pull the accelerator, it works, drive up to the first event, and...
Pull LT and RT to start the event.
FINALLY. HOLY SHIT.
On the plus side: this game controls a lot better than I remember. It's a decent middleground between Criterion's heavier-feeling Hot Pursuit (2011) and the snappier Burnout Paradise. Though I could do with a lot less full screen flashing or the fact that Autolog alerts hide the minimap for some reason.
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Not pictured, but the "always online" nature can also be frustrating if you pause, unpause, and find you have to quickly re-pause again a second time. That second pause will actually incur a loading spinner because it hasn't finished syncing with the server from the first pause, apparently. This game is going on 12 years old.
Anyway. This was a nightmare.
HOT BONUS
"The EA App" now starts up with Windows and is nagging me to enter the login credentials I already entered last night. I have to go through extra steps to get it to leave me alone and not do this
THE RIDE NEVER ENDS
#need for speed#most wanted#criterion games#ea#electronic arts#origin#the ea app#steam#valve#xbox#steam input#troubleshooting#mayflash#Youtube
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*bangs head against the keyboard*
I think I am psyching myself out with this chapter since this is where a lot of the plot elements start escalating/coming together (even if it's not super obvious to the readers).
Occasionally the perfectionism bug bites me. This is why I often post the chapter only after a couple editing pass-throughs and not doing what I did back in college (which was write, do a couple editing passthroughs, *wait a week*, then do a final edit when I can see everything clearer) and often do the final edit later *after posting*. Becuase otherwise my anxiety kicks in too hard and I find it difficult to finish the chapter at all.
This is 100% I have the "No Beta we die like Polites" tag.
But now it's biting at me while I'm just trying to get the words down and it's driving me up the wall.
#Sharpwolf#working on my Sharpwolf fic like T_T#I'm also having a hard time with Antinous' POV this chapter he is coming off too wholesome#which still is not that wholesome? but like. Nah.
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man fuck the phone-ification of the computers, i am still not over the laptop-ification of computers
seriously every work laptop ive ever gotten, i rip the fucking VPN certificates off, recreate the tunnel on my real computer, and just use that. you'll never catch me using anything but the largest desktop computer (with no lights and no glass panels), full numpad keyboard with magstripe reader, 4+ populated optical drive bays (cdrom/dvd/bluray/dvd2) and uh, i guess the cheapest displayport gpu. if amd did integrated gfx i wouldn't even have that. bring back the beige motherfuckers. the gateway shit.
oh and ac'97. and a real PS/2 port that isn't just usb passthrough.
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Arkodd Padbox Review: a fightpad for the arcade afficionado

by Amr (@siegarettes)
Sporting a clicky dpad and an enclosure large enough to accommodate 24mm arcade buttons, the Arkodd Padbox is a controller/fightstick hybrid set to fill the niche left by a lack of good 6 button fightpads.
The dpad is equipped with Omron mechanical switches, similar to the ones used in arcade sticks, and a left shoulder button and additional thumb button complement the standard 8 button layout, allowing access to extra functions and alternative button placements.

The Padbox comes as fully assembled units or DIY kits that include the case, dpad, wiring and function buttons. For this review I opted for the DIY kit, since I wanted to see what the build process was like, and customize the build with parts I had on hand.
Full disclosure: I was sent this kit to review, but I wasn’t given any instructions or limitations on what I could say.
With that out of the way, what immediately impressed me was how easy the build process was. The Padbox comes apart with only a few screws, and the dpad, shoulder button and aux buttons are already pre-installed. The wiring harnesses provided are sized appropriately for the available space, and headers for the dpad and shoulder buttons, alongside pre-made dupont connectors made wiring them to the screw terminals simple.
If there’s one thing to note it’s that the Padbox uses a direct USB connection for its USB C jack, rather than the Neutrik Type-D passthrough ports that many custom fightstick builds use. The connector is designed with Brook Fighting Boards in mind, which have pre-populated headers for USB, but I opted to use a RP2040 Advanced Breakout Board I had on hand to get access to the advanced features of GP2040ce. If you do goes this way, make sure you get the latest version of the board with the screw terminals for the extra functions, as those have pre-populated USB headers, otherwise you’ll have to solder on your own like I did.
You’ll also need to plug into the 5v VCC terminal for the power indicator LED, though if you are somehow doing an even more niche build of a niche product, and using a Brook Wireless board for it, you’ll need to connect to the player indicator LEDs instead, since the 5v terminal won’t output when running on battery.
Aside from these incredibly niche considerations, the overall build process is fast and painless. I built it all on a weeknight after work, and I even had time to stickerbomb it and test out a few games with it. I’ve had a harder time modding some fully built fightsticks.
Now the most important question: how’s the dpad. In short: they nailed it. No matter what style of game I played it was easy to get my inputs out, with no accidental inputs. After using so many controllers and handhelds, I can tell you this is a hell of an accomplishment. Even mechanical dpads aren’t a silver bullet to this problem, as I’ve seen so many of them with the same kind of satisfying feedback that are miserable in practice. So I’m happy to report that this dpad is not one of them.
One of the first games I tried the Padbox with was Ultimate Marvel vs Capcom 3’s trial mode, my go to for testing new fighting game controllers. Here it performed better than basically any first party controller dpad, with the combo of the microswitch dpad and larger arcade buttons making it easy to get in rhythm. The same happened in Street Fighter 6, where the extra buttons allowed me to access Drive Functions easier than the standard 8 button layout, and the shoulder button provided comfortable access to the assist function for characters I play with Modern Controls.
For anyone who plays primarily on pad, I could definitely see this as an upgrade to a regular gamepad or fightpad, especially for those who play claw grip and wouldn’t miss the extra shoulder buttons. With the swappable buttons, an all mechanical controller is even possible, given the growing options for buttons with keyboard style switches.
Personally, the Padbox won’t likely stay in rotation for playing fighting games, despite how much I like it. The Padbox can’t solve the fundamental problem I have with playing fighting games on pad: it’s too cramped. As someone particularly sensitive to this issue, I find that putting all the strain on my thumb wears me down faster when performing complex inputs, and the Padbox made it clear that for me, no pad can compete with the comfort of leverless for competitive games.
But who says you can only use a fighting game controller for fighting games?
Arcade buttons are plenty of fun across multiple genres, and with its hybrid design, the Padbox enables a variety of approaches that both traditional fightsticks and pads can’t provide. I tested it with beat-em-ups like Streets of Rage 4 and Shredder’s Revenge, where the arcade layout made performing combos a joy.
Retro consoles and throwback games are another good candidate, with the tactile feedback a the Padbox’s dpad a definite upgrade to a lot of the membrane dpads and buttons of original controllers, with the bonus of arcade buttons being a lot more fun to mash in the many games that demanded it.
Action games that make limited use of the right stick for camera control are totally playable with the Padbox, and with the use of GP2040ce, you can even use the extra buttons to create modifiers that give you on the fly access to the dpad or right stick for item hotkeys or camera control.
I even managed to make a playable control scheme for Smash Bros Ultimate, complete with c-stick buttons for tilt and aerial attacks.
The Padbox might not be my personal choice for serious fighting game competition, but it’ll definitely stay in rotation as one of my alternative controllers for casual fighting, and playing plenty of other genres.
If there's any additions I'd like to see, it's the addition of additional shoulder and thumb buttons. These would not only give access to an extra shortcut button in fighting games, but enable layouts with extra functions or modifiers, such as tilt modifiers or dual directional input in the style of the Hitbox Crossup.
The Padbox is also a bit lightweight. It comes in a little heavier than a standard controller, but it's spread out across a larger surface area, and alongside the slickness of the 3D printed material, it threatens to slip during those literally sweaty matches. An optional metal bottom plate or a removable weight for the grip might help give it heft for longer play sessions and lap play.
My favorite part of the Padbox has to be how many possibilities it leaves open. With its form factor, it's easy to start thinking of new ways to mod the Padbox and make it your own. It brings the DIY spirit of arcade sticks to a pad, and I've already seen wild molds replacing the dpad with a split dpad, or building entire new bases for it and adding more buttons.
If you're a controller enthusiast looking for a good fightpad, or just something with a real good dpad, consider giving the Padbox a look.
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A3 - Iteration and Changes
After the first round of playtest sessions:
The first few playtests pointed out a good amount of feedback that the team found very useful. This included:
Buff Descriptions
Enemy Flash Effect
Difficulty Balancing
The buff descriptions were a necessary change as many playtesters had no idea what some of the buffs did exactly (especially passthrough). To solve this, I created a system that allows the player to hover their mouse over a buff and shortly after, a description box with the relevant information pops up.
The enemy flash effect was a small but good change as it gave the player a visual indicator that the enemy was indeed taking damage from their bone bullets.
The difficulty of the game was also tweaked as players felt that the game was initially hard and became too easy as the player got new buffs and abilities. To compensate for this, the health of each enemy would increase by an amount to have some level of growth with the player.
After the second round of playtests:
New Enemy
More Difficulty Balancing
Keyboard Only Controls
Players stated that the game needed another enemy to spice things up (as the only enemy was the slime). So, the team added a new enemy, the skeleton. This used an old sprite that was originally meant to be the player but was scrapped for a floating skull. So I reused the sprite and made it so that the skeleton shoots small bones towards the player. This makes the game more difficult as the player would have to worry about projectiles swarming their screen.
As some playtesters experience with the skeleton was a bit rough, the team decided to make the skeleton spawn starting at around wave 5. This makes the game easy at the start and increase in difficulty in later waves.
The team also added keyboard only controls to give accessibility to players who did not have a mouse (some playtesters didn't get to use one). This control scheme used the arrow keys instead to aim and the spacebar to shoot.
Overall, the team did their best to implement features that enhance the player experience based on the feedback given.
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Ready to upgrade your productivity with the Apple MR headset? Here’s how you can take advantage of the Apple Vision Pro keyboard passthrough feature, and leave the virtual keyboard behind. Ultimately, it’s starting to seem increasingly likely that A #AR #VR #Metaverse
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This is my Keychron V6. It's my first mechanical keyboard, and though I was initially looking at Ducky keyboards, someone pointed me towards the Keychron ones and I've honestly just be so happy with this one, and up till now have had zero complaints.
As you can see, I've replaced a good number of the keycaps with other ones, something that is honestly still just so novel and fun for me. I have Twitch Affiliate Keycaps, because my GF went to Twitchcon one year and got them because she is an Affiliate on Twitch, but cannot use the keycaps due to having a Logitech keyboard with their proprietary switches and resulting keycaps. I am also an affiliate on Twitch, so it's not the worst outcome, ultimately, that I get to use them. The letters, numbers, and arrow keys, are all black topped pudding keycaps. And the numpad area and Print, Scroll Lock, and Pause buttons, are all frosted translucent ones. I replaced the 3 at the top mainly because the Keychron comes with custom keycaps related to functions that I immediately disabled via the programming software (stuff to do with lighting, and muting the microphone), so having their traditional functions listed is better for me anyways.
All other keycaps on the keyboard are default. The keyboard comes shipped with a mixture of grey, black, and red keys, which I have tried to keep aspects of, as I rather like the aesthetic, even as I replace most of the keycaps.
To explain why I'm making this post, aside from just showing off my spiffy keycaps, is to tell the tale of me replacing the keycaps. Not when I replaced the few with Twitch Affiliate keycaps. No, I'm talking mroe recently, when I decided I wanted light up keycaps. While there is the obvious downside of proprietary keycaps and switches with my beloved GF's keyboard, they are intentionally designed to direct light right to the characters with minimal surrounding bleedthrough, optimizing the experience of viewing the keycaps.
The Keychron keycaps are not seethrough at all, which is perfectly fine, though I did want to be able to read the keys at night, even with the lights off, and even if the lighting experience wasn't as intentionally and specifically designed as the Logitech keyboard's. So I hopped onto the internet to look for options, and ultimately decided I wanted a set of grey topped pudding keycaps. I wasn't sure if I'd like the pudding style or not, and the grey more or less matched the grey of the original keycaps, thus preserving some of that aesthetic style I liked.
However I got them and, upon installing them, realized the big issue I hadn't foreseen. The keycaps functioned perfectly in the dark. But during the day, I had the opposite problem. The seethrough characters did not contrast enough against the grey keycap tops, and the light shining through was overpowered by the light in the room, so much so that I could barely read the keycaps unless I shifted to look more directly down at them, which isn't the most convenient. Yes, I am somewhat decent at touch typing, but sometimes I want to look at what key I'm typing, especially when it's the shift characters for the number row, as I've never fully internalized the placement of those characters.
Further, a minor gripe, was that the characters and the shift characters, were placed next to each other, instead of on top of each other as is how keycaps are generally done.
The good news is that I absolutely loved the pudding aspect of the keycaps, and that regardless of the outcome of my problem, I really wanted to have pudding keycaps.
So I took to the internet again, searching for a product that would solve my issue. Contrary to my initial search for passthrough keycaps, I looked for something with non passthrough keycaps in the pudding style, as I much preferred being able to read my keycaps in the day, and my nightly issue was largely solved by a simple desk lamp. However, if non translucent pudding keycaps exist, I was quite unable to find them. So I figured that black might contrast better to the frosted white of the passthrough/pudding part, so perhaps it would work better. Then a friend pointed me towards fully translucent keycaps as an option. And, while not something I necessarily would choose, it offered an option that might work better than the ones I was having issues with.
Cue yesterday when I installed my new pudding keycaps. I was correct, the black does contrast better with the translucent portion, making it easier to read in the daylight, and just as functional to read in the dark. And today I got my fully translucent keycaps, also confirming that those work as well. However, going back to yesterday, I did something silly and accidentally put the O key on upside down, so the O was on the bottom side of the key. I realized my mistake a few keys later, but then noticed something before I put it right side up. Compared to the surrounding keys, including the ones I'd replaced, it was shining like the sun.
And, a little personal investigation with my keyboard, and a little searching online, and I discovered the issue plaguing me. The V6 has south facing LEDs. The reason all the keycaps that are intended to have light pass through just the characters, are biased towards the top of the key, is because it seems the general default of keyboards with lights in them is to put the lights at the top of the switch. This doesn't seem to be an issue unique to Keychron, and in fact it seems as though a few Keychron Keyboards ARE set up with north facing LEDs. Had I never tried to do any of this, I wouldn't have even realized there was something amiss. And truth be told, nothing IS amiss. In my searching for what was going on, I discovered people talking about south facing LEDs, north facing LEDs, and even SIDE facing LEDs, of various different brands of keyboard. So, ultimately, while this is disappointing to discover, there is nothing wrong with my keyboard, Keychron, or the keycaps.
So now I stand in an odd, and oddly frustrating situation. I have the knowledge that, if my keyboard had LEDs facing another direction, My keycaps would work literally 5 times better. However, as it stands, I can read them in both daylight and in the dark, so the initial problem and the problem that came from my first pudding keycaps, is solved to my satisfaction. Further solution of the problem would involve buying a new keyboard, seemingly. And well... I really like my keyboard. I want to emphasize that, throughout all of this, I have had this keyboard for more than a year I think, and have only JUST discovered this problem, and even then I'm still happy with the ultimate outcome of it. Keychron doesn't seem to make keyboards in my specific size and layout that have north facing LEDs, and I would be left at the beginning of the search again in regards to knowing what is and isn't good in mechanical keyboards, brandwise. Sure, I could test some different keyboards out, but honestly buying the keycaps alone has made me feel somewhat sick for having had that much money spent on me, even if it's relatively little.
Perhaps this situation will progress in the future, and perhaps it won't.
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Apple recently released an updated version of the iPad Pro Magic Keyboard, offering improved functionality and efficiency for users. The new keyboard features sleek design, enhanced trackpad support, and a responsive typing experience, making it a must-have accessory for iPad Pro owners looking to boost their productivity. Click to Claim Latest Airdrop for FREE Claim in 15 seconds Scroll Down to End of This Post const downloadBtn = document.getElementById('download-btn'); const timerBtn = document.getElementById('timer-btn'); const downloadLinkBtn = document.getElementById('download-link-btn'); downloadBtn.addEventListener('click', () => downloadBtn.style.display = 'none'; timerBtn.style.display = 'block'; let timeLeft = 15; const timerInterval = setInterval(() => if (timeLeft === 0) clearInterval(timerInterval); timerBtn.style.display = 'none'; downloadLinkBtn.style.display = 'inline-block'; // Add your download functionality here console.log('Download started!'); else timerBtn.textContent = `Claim in $timeLeft seconds`; timeLeft--; , 1000); ); Win Up To 93% Of Your Trades With The World's #1 Most Profitable Trading Indicators [ad_1] Apple has revamped the Magic Keyboard for the iPad Pro, adding features to make it more like a Mac. If you're considering buying a new iPad Pro and wondering whether to get a keyboard, read on for all the new features. The design of the Magic Keyboard remains similar to the previous version, with a floating cantilever design and an aluminum palm rest. The keys are backlit and use a scissor mechanism with 1mm of travel, offering the same experience as before. The outer cover provides front and back protection for your iPad. The updated Magic Keyboard now includes a row of function keys for adjusting brightness, volume, media playback, display lock, search, Do Not Disturb, dictation, and more. It's reminiscent of the function row on a Mac. The trackpad on the Magic Keyboard is larger and made from glass, with support for haptic feedback and multi-touch gestures. This makes it easier to navigate and perform tasks like editing spreadsheets. You can choose between black and white color options for the Magic Keyboard. It is compatible with the latest M4 iPad Pro models in 11-inch and 13-inch sizes. There is a USB-C port for passthrough charging, in addition to the Smart Connector. The 11-inch Magic Keyboard is priced at $299, while the 13-inch model costs $349. Keep in mind that the prior version of the Magic Keyboard is not compatible with the new M4 iPad Pro models. Win Up To 93% Of Your Trades With The World's #1 Most Profitable Trading Indicators [ad_2] 1. What makes the iPad Pro Magic Keyboard different from other keyboards? - The Magic Keyboard has a built-in trackpad and backlit keys, making it more functional and user-friendly. 2. Is the Magic Keyboard compatible with older models of the iPad Pro? - No, the Magic Keyboard is specifically designed for the 11-inch and 12.9-inch iPad Pro models released in 2018 and 2020. 3. Can you charge the iPad Pro through the Magic Keyboard? - Yes, the Magic Keyboard has a USB-C port for pass-through charging, so you can charge your iPad Pro while using the keyboard. 4. What is the typing experience like with the Magic Keyboard? - The Magic Keyboard offers a responsive and comfortable typing experience, with full-sized keys and adjustable viewing angles. 5. Does the Magic Keyboard offer any additional features? - In addition to the trackpad and backlit keys, the Magic Keyboard also has a floating cantilever design for easy adjustment and a USB-C port for charging accessories. Win Up To 93% Of Your Trades With The World's #1 Most Profitable Trading Indicators [ad_1] Win Up To 93% Of Your Trades With The World's #1 Most Profitable Trading Indicators Claim Airdrop now Searching FREE Airdrops 20 seconds
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SteelSeries Apex 7
Craving that competitive edge? Ditch your basic setup and claim victory with the SteelSeries Apex 7 mechanical keyboard. This isn't just a peripheral; it's your personalized weapon, forged for peak performance and endless customization.
Immerse yourself in a mesmerizing symphony of colors with 16.8 million shades of per-key RGB illumination. Create stunning lighting effects that match your style and strike fear into the hearts of your opponents.
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DELL Alienware Mechanical Gaming Keyboard Low Profile RGB - AW510K - Dark Side of the Moon
SKU: 545-BBCL, Backlit: AlienFX 168 Million Color Per-Key RGB Lighting, Key Switch Type: Cherry MX Low-Profile Red, Key Durability of 50 Million Keystrokes, Anti-Ghosting/N-Key Rollover, USB Passthrough, Fully Programmable Keys for Macros and Key Assignments

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Check out this listing I just added to my Poshmark closet: NEW- Magic Keyboard For iPad Pro 12.9-inch (6th Gen).
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Thanks for the summary! A couple thoughts (I worked at Oculus for a while, and we dealt with a bunch of these constraints):
Motion blur: If I have what you imagine correctly, it is almost certainly a digitally-added feature to hide the fact that there's a lot of judder when you turn your head. Judder is the effect where the system is on a finite refresh rate but you're turning smoothly, and it looks like the world is skipping sideways in steps (same effect as when a camera pans too quickly). The amount of judder depends a lot on frame rate, and Michael Abrash once estimated (link, on web archive) that it'd take VR displays with a 1 kHz refresh rate to get there. That's incredibly hard for a whole mess of reasons, not least because it means you need the LEDs to be super bright.
Headband: speaking from the Quest, but a good balanced headband is enormously beneficial. Mine is still heavy, but I can use it for quite a while without it hurting.
The external battery: everyone made fun of them, but it really is the right option for a while. Oculus was constraining itself by this, because people hate any external technology. And then they complain that it's too heavy and too hot. You can have a much larger battery that is more comfortable if you make it external.
I have great respect for Apple's guiding design ideal that things should be beautiful works of glass and steel modernist art. They've known for decades now that their mice, keyboards, and other devices (including overweight headsets) have zero ergonomic value, but by god they stick to their aesthetic.
Apple did a lot of things Oculus couldn't by realizing that rules like "we can't make this too expensive" didn't apply to them.
Oculus Quest 3 passthrough is fantastic. I haven't tried the Apple one yet.
Display size: Agreed that 4K isn't enough. But another problem is that Apple hasn't solved the Vergeance/Accommodation Conflict (VAC) problem, where the display is at optical infinity, but the eyes move closer together to make things 3D. You'll never get good text rendering until you fix that, which requires both really good adaptive lenses and fantastic eye tracking to make sure you're looking in the right place.
Gestures: I have no doubt Apple is going to come up with this enormous book full of gestures that are 100% obvious and you're an idiot for wanting a controller or keyboard because they're so obvious. I don't know what types of gestures Apple has available, but the ones on my Quest 2 were not really good enough for what I needed and I mostly use the controller. I suspect when/if someone figures out haptic gloves, the value of gestures is going to be enhanced dramatically, just from the tactile element of drag/drop.
I went to the Apple Store yesterday to try the scripted demo of their VR headset. My overall impression is that it's the best possible execution of what might be a fundamentally flawed idea.
The passthrough video is pretty incredible. It's somewhat dimmer than reality, and the color accuracy is just OK, but it's more than good enough to feel like you're looking through clear displays at the real world. I'm told the passthrough on the Quest 3 is even better, but haven't tried that and can't comment. One thing is that there is a weird motion blur effect when you turn your head, I'm not sure if that's a display tech limitation or introduced deliberately by the software as a workaround for a different display tech limitation.
The resolution is 4K per eye, which, as mentioned, is more than enough for a powerful sense of presence in the real world. One of the nifty bits of the demo was when you turn the dial to tune out the world and suddenly you're sitting by a mountain lake, and the feeling of actually being there is overwhelming. The dystopian implications of needing a VR headset to sit at a mountain lake aside, it would be cool to have one just to have your office be anywhere you can imagine. Not $3500-before-tax cool, but cool.
Wow sports leagues are going to love this thing. I don't give a shit about sports and even I was thinking, "If the NBA put a stereoscopic camera courtside and sold you games for $50 a pop, I'd absolutely buy that"
But 4K per eye is not enough to do work, not even close. The experience of using normal computer-y applications on this was not unlike plugging your laptop in to a TV that's at the normal TV distance. You can do it, it works, but it's not anyone's preferred way of working. Text is amazingly legible, but only at sizes that are equivalent to having a single webpage take up your entire 4K monitor at normal monitor distance.
It is not particularly comfortable. Part of this might be that the store demo makes you use the "catcher's mitt" strap, which only goes around the back of your head and so gravity has to be countered only by the pressure of the thing against your face. Reviewers have said that if you use the other band that goes over your head the situation is better, but still.
A lot of early comments were making fun of Apple for having the battery be an external thing you put in your pocket and attach with a wire, but I think that's just fine: we all walk around with giant batteries in our pockets anyway, and anything you can do to have less weight on your head is a Good Thing. But then Apple took all those weight savings and spent them on making the stupid thing out of metal and glass instead of polycarbonate. It's nuts! It's like if you made a car that was 500kg lighter because you invented magical tech for keeping the engine somewhere else, and then went "great! with all the weight savings now we can build the body out of lead". Apple, you don't need to fear plastic. Plastic is good! Plastic built modern civilization.
You control it with a combination of eye tracking and pinch gestures. This is the main piece of evidence of my "best version of a bad idea" thesis: it works really, really well; so well that I can tell this is probably an evolutionary dead end. It's just fine— miraculous, even— for dragging windows around and doing the basic stuff the in-store demo has you do. It's amazing that you can more or less have your hands anywhere, including on your lap, and the recognition works perfectly (by contrast with the HoloLens I tried 5 or so years ago where the gesture recognition was total crap). But it's immediately obvious that you can never do serious manipulation of your computing environment with this.
The takeaway is that it's incredible for passive consumption of specifically-made media, assuming that ever exists at scale. But it will be a long time before we're gogged in like Hiro Protagonist to do our office jobs this way.
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Corsair K95 RGB Platinum Mechanical Gaming Keyboard - 6x Programmable Macro Keys - USB Passthrough & Media Controls - Tactile & Quiet - Cherry MX Brown – RGB LED Backlit
Corsair K95 RGB Platinum Mechanical Gaming Keyboard – 6x Programmable Macro Keys – USB Passthrough & Media Controls – Tactile & Quiet – Cherry MX Brown – RGB LED Backlit
Corsair K95 RGB Platinum Mechanical Gaming Keyboard – 6x Programmable Macro Keys – USB Passthrough & Media Controls – Tactile & Quiet – Cherry MX Brown – RGB LED Backlit Product Description & Features: Aircraft grade anodized brushed aluminum frame: Built to withstand a lifetime of gaming. Lightweight and rugged durability, necessary for a keyboard that’s going to see a lot of action 8MB…

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#6x#Backlit#Brown#Cherry#Controls#Conversion#Corsair#Gaming#K95#Keyboard#Keys#LED#Macro#Mechanical#Media#MX#Passthrough#Platinum#Programmable#Quiet#RGB#Tactile#USB#van life cooler
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Logitech G512 SE Lightsync RGB Mechanical Gaming Keyboard with USB Passthrough - Black
Logitech G512 SE Lightsync RGB Mechanical Gaming Keyboard with USB Passthrough – Black




Price: [price_with_discount] (as of [price_update_date] – Details)
[ad_1] G512 SE is a high performance LIGHTSYNC RGB Mechanical gaming Keyboard in a modern and sleek design. G512 SE features full spectrum 16.8M Color RGB Lighting, USB pass-through and mechanical gaming switches. G512 SE is the perfect blend of performance, features and unparalleled build quality.
High Performance RGB Keyboard…
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