#Wootility v4.6.1-beta Feedback
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wow
biggg

we are so back

BETA RELEASE LETS GO
the beta didn't release now
🫢

layered rgb for flaretech when
sad no memory noises
sad wooting two enjoyer noises
wooting one he when
man am i glad i got upgraded to 2he arm
real question though. what happens if you export a profile from this beta and import it into stable
only one way to find out!!!1
any Brickers
f*ck around and find out
Pretty sure it won't allow you to import as it's a newer profile version
,,did you update the version number?
thats what im worried about
the real question is when wooting 69he and wooting 727he
phew it does not import
Well that didn't work so well.
It gets permission and never continues from this page (using the alpha build)
Oh there we go. Refreshed after 30 seconds

Trail still broken. Can't get it to show anything.
Did you update your firmware to latest?
speed 100% is basically instant
you should try 80%
Tried tweaking things back and forth, but no combination of anything does anything. I just have the base 20% idle
I wanted to limit it but there needs to be some more discussion on how to limit it, also you should try ~ 5% brightness idle
becuase 20% is really bright and the difference isn't that striking at first glance
Oh there is a tiny amount of movement. Nothing like what it used to be though.
quick question how long did it take for you guys for this step? im stuck in it for 10min
should be <60s
did you allow the keyboard in the browser?
im doing it via the exe
Gonna rollback to stable. This trail effect is so borked 😄
kobayashi maru i swear
Did it pop-up that it had been found again? If so, you can just restart Wootility
mhm cant remember, i got a glass of water :D.. the first steps finished rly quick though
Yeah the trail effect on stable is completely different to ... whatever is in the beta. Definitely need to take a look at that.
the behavior was basically rewritten to allow you to have much more freedom in setting the options, i can take a look but mostly what i see is the speed options being limited and or idle brightness being limited to allow it to pop more
Nothing happens when trying to install the .exe
doubleclicking the wootility-lekker-beta Setup 4.6.1-beta.exe and nothing happens
I can take some video later but...
- It basically doesn't work at all in Beta.
- With tweaking I can get it to show a slight animation, but the fade is very choppy in large, obvious steps, not a smooth reduction.
this is how it looks for me, set ~80% speed and 0% idle brightness
i restarted wootility, it seems to be working. showing the new version
Nothing like that on mine. Curious.

One sec. Making dinner.
Stable using 20% and 0% idle going 100% with slow speed.
Beta using global 20%, speed 0%, idle 20%. Then tweaking the sliders a bit back and forth. Still nothing.
If I set it to global 20%, speed 20% and idle 20% I can see a faint effect, but it goes in very choppy, 1 frame per second esque steps.
And now - Dinnertime. 😄
try 80% speed, 0 brightness, it might just be the range of settings we allowed, but ofc not now, whenever you have time later 😄
but thanks for the feedback, its very valuable because we need to decide what the range should be so it looks good
0% global brightness or 0% idle brightness?
Ah there we go!
100% global, 80% speed and 0% idle.
I would recommend that it defaults to something like that, so you can 100% see an effect right away, and then tweak it further if you want something different.
100% global, 80% speed 0% idle
yes 😄
I may be an idiot, but I've had this keyboard for over a year. If I can get absolutely hoodwinked by a change like this, your average idiot could as well 😄
yeah for sure, one of my proposed changes is to limit idle brightness to 1/2 of global brightness
so you can't get into a situation that you "nullify" the effect
theres more UI ideas flying around for sure tho
Still messing around with it, but is there a way to set the Extra Layer to a different color than the Base Layer
Layer naming is not final, but the idea about base layers is that the effects there override your painted colours (Static or "no effect", uses the colours you painted on)
I'm not in charge of effects, so not sure if wave or cycle can use the user's colours
I just want to set my Base Layer to a static color, then be able to set the Trail Effect to a different color. Hopefully that comes in future updates.. if not no biggy its just rgb
One colour for the whole trail effect or per key?
ripple interaction with other rgb effects seems to be broken
like with AOE, jelly and mixing seem to override it completely, trail with random colours also overrides it
with the other 1s it mostly works, but I think the way the global brightness + idle brightness values work with multiple layers right now is going to confuse a lot of people at first (will take them a couple of seconds or tries)
tried switching first layer with the second one (and vice versa) and that didn't do anything, maybe it just behaves like that for now or im having skill issue
For the entire effect, I was trying to put my Static color yellow, then put the Trail Effect as a shade of blue
good upate though
im loving the speed settings
Maybe I am just not seeing it or I am just slow 
this would be extremely cool
a gradient for the trail fading away would also be interesting to try out but no idea if the current board memory can handle a gradient for trail
Really the only RGB effect I have ever used on the other major brands that have all those crazy settings
im rocking ripple on my typing profile and pure static with tachyon mode on the other ones so i can relate to sticking with only one effect
I like the ripple, that is pretty sick
Pretty sure we can make this happen
You can't. I discovered that yesterday.
Yesterday, I installed the beta build of Wootility and then updated my Two HE to the beta firmware. But I didn't like how the Ripple RGB effect operateed on the beta build so I reverted back the firmware.
Here's how I have the Ripple effect configured on the current stable (non-beta) build:
And here's a video of how it looks:
As you can see in both the screenshot and video, even though I have the Idle Brightness set to 100%, the Ripple is still visible because it dims and then re-brightens each key as the Ripple 'passes through'.
Here's the thing—
that same functionality I just showed and described above (i.e. the keys being dimmed as the Ripple 'passes through') is completely non-existent on the beta build and I can't stand it. The only way to see the Ripple at all is to lower the Global and/or Idle Brightness low enough below the active brightness.
Is there any possible way to add an option to have the RGB effect function how it currently does on the stable build? (as demonstrated above: 'dim' and then re-brighten the Idle Brightness as the effect 'passes through')
that sounds like it'd be annoying to implement if you're layering it with other effects (dim keys before the actual ripple)
if you're layering it with other effects
I'm not
I know, that's why you went back to stable
can anyone please explain the "use curve" option that i've seen on effect paramters for specific effects(touch, jelly, aoe)? I'm toggling them on and off and I'm not sure I notice any difference and can only assume it's meant for analog inputs(?)
@merry thorn The renderer log sems to be missing. Only the main log is there which tells nearly nothing. At least for my W1.
you should use it on the analog profile and then go to the curve and try to set that i think
Has someone commented on awkward placement of the global rgb brightness slider, and how the rescaling doesn't quite fit the window?
Known issue, the whole scaling of devices needs to be reworked
Why are there going to be wooting uwu specific rgb effects? Other than that, very good update
Because the LEDs are laid out differently.
Though with some clever work, they might work for the other boards.
Makes sense
I found an issue, while combining different rgb fx, I can have one that dim at 50% and one other that will dim at 50% too, the result is that the first one will be dimmed at 50% because of the second one that have it's own dim in its effect and the base rgb I set get dimmed at 25%, that's a bit annoying since I would like to have a brighter rgb :/
That's a consequence of the layering, some effects will only work if there is a relative brightness difference between it's 'base' and 'active' brightness. Which effects are you trying to combine?
Ripple and AOE, but if i put the AOE above, the ripple will get dimmed and if I put the ripple above it's the AOE that will get dimmed
so I can't get a bright ripple and a bright AOE at the same time
like thought of a global dim instead of a per layer dim
so if even if the AOE put a small area at 100% brightness, the ripple will continue it's way on the keyboard at 100% brightness too
forwarding this here cause would be nice ig
I found an easy counter to layering, it would be less a problem if we could put a color on the ripple instead of a luminosity change, a white ripple would do a similar work in my opinion
did the firmware just brick RT?
my rt display just stays green :O
Wootility v4.6.2-beta (Web)
OS: Windows
Device: Wooting 60HE, v2.7.0-beta.0
i know, this might sound stupid, ....but did u unplug it and plug it back in?
and let it re-initialize
when i open wootility today i have analog sdk update.what it's doing exactly?
Same i want to know
@shrewd cairn @coral lark https://github.com/WootingKb/wooting-analog-sdk/releases/tag/v0.7.4
it was updating the analog sdk to that version is my best guess
@dull wigeon ok thanks for the sharing
can you add the ability to like double or triple click the image of the switch under the performance tab in wootility to just visually toggle it to a version that looks like the L45?

The Ripple effect doesn't reach full brightness when tapped, if the device is in sleep mode.
It'll only show a semi lit effect before fading, followed by fully lit up followup taps once wake.
Really cool idea, I've put it on the list 😉
Wootility v4.6.3-beta has been released
Mainly just fixing up stuff and polishing, with the goal of a release to stable by this Wednesday
Changelog: https://wooting-technologies.notion.site/v4-6-3-beta-364310e962ae4a698e3c76fa09637fde?pvs=4
Hmmm, it's somewhat of a consequence of the fade up for coming out of sleep. How bad does it feel?
On an older version I noticed issues with the support of multiple keyboards.
Like when a device is restored. I had the issue that I restored one device and because I disconnected it the data of the other device got reset which was pretty annoying.
Was it a device of the same model? I'm planning to do a pass over all of the updating/update failed/troubleshoot flows tomorrow, so I can have a dig into that as well
It was a W1 and W60HE.
I restored the W1 and disconnect that after the flashing was completed because I don't wanted that the profile data got deleted. Then the data of the W60HE got reset back to default.
Bad enough imo. But I'm also too lazy to disable sleep mode, so devil's advocate, my lazy ass could just disable it and it'd stop being an issue
Hmmm, that's not what I'd expect, but I'll do some deep tests tomorrow
It happened on the dev version.
Hmmm, I might already have fixed it then, cus I did some improvements to the update/restore process to more strictly match the device it picks up after the update not that long ago
I may look into this and report back what I found.
I think the current process for the restoring is a bit weird.
The yellow button should say "return to Wootility", since this is an update, not a fresh device.
Small tip, never release an update at the end of the day, or right before the weekend. 🤣
||repost for visibility||
A few weeks ago, I installed the beta build of Wootility and then updated my Two HE to the beta firmware. But I didn't like how the Ripple RGB effect operateed on the beta build so I reverted back the firmware.
Here's how I have the Ripple effect configured on the current stable (non-beta) build:
And here's a video of how it looks:
As you can see in both the screenshot and video, even though I have the Idle Brightness set to 100%, the Ripple is still visible because it dims and then re-brightens each key as the Ripple 'passes through'.
Here's the thing— that same functionality I just showed and described above (i.e. the keys being dimmed as the Ripple 'passes through') is completely non-existent on the beta build and I can't stand it. The only way to see the Ripple at all is to lower the Global and/or Idle Brightness low enough below the active brightness.
Is there any possible way to add an option to have the RGB effect function how it currently does on the stable build? (as demonstrated above: 'dim' and then re-brighten the Idle Brightness as the effect 'passes through')
I hadn't forgotten, I should've mentioned that this is still pending and I want to have the behaviour preserved before stable release :)
I like breaking the rules. But I won't break the right before the weekend rule, that's asking for big trouble

Thank you!
how does this look?
you can adjust the width as well
currently it works just when the base brightness is set above ~60%
because there is not much ripple visible at that brightness anyway
If I get you right the problem is that there must be a minimum base brightness.
I can imagine to flip the behavior and to maybe increase the brightness instead of reducing it in that case.
What's your base brightness set to in that clip?
60%
about 80 or smth
You're on the beta build, right? If so, how would it look if you were to set the base brightness to 100%?
im on my internal dev branch 😄
then all the light up LEDs would be lighter but the dark wave would still be a fixed 5/30 max value of the LEDs
I guess what I'm asking is that on your current dev branch, are you able to set the base brightness to 100% and get the same Ripple effect as what's currently possible on the stable build like I show in my clip?
(
#1156992558984077333 message)
well the video i posted is what you can do now or will be able to in future stable
so just wanted to know if its satisfactory behavior and or close enough
As long as the Ripple is just as visible with the base brightness set to 100% brightness like how it currently is on the stable build.
Wootility v4.6.4-beta has been released
Getting closer to stable, mainly getting RGB Effects closer to where they should be before we effectively finalise them with the stable release.
The speed behaviour has changed for Cycle, Wave, Trail and Breath effects, so you'll need to redo your speed setting to get the speed you'd like
Changelog: https://wooting-technologies.notion.site/v4-6-4-beta-d0447238f4fa4002a718c7e58bb7eb34?pvs=4
@narrow compass We wanted to include the Ripple fix in this build, but I decided we needed a tad bit more work on it to get it to where it should be
Stable release tomorrow 🤞
what is that preview image lol
Notion loves really interesting artwork
At this point I'm not even trying and just leaving whatever it defaults to when I add cover lol
Wootility v4.6.5-beta has been released
This is hopefully a stable ready build, but I'm just being safe and not pushing it this late. I plan to push it to stable tomorrow morning providing nothing big comes up
Changelog: https://wooting-technologies.notion.site/v4-6-5-beta-c58bf7b0bd8a411a8089f2c3c2308e9a?pvs=4
@narrow compass Try out this build with the ripple, to get the behaviour you're looking for, you can use the new Inverted option in the Ripple effect (If you're updating from stable firmware, it should configure it automatically for you)
Thank you, sir. I'll test that now

Trail is broken now
The LEDs never fade away again.
We'll there's the problem I guess. That 51 second fade timer 🤣
LOL yeah
I like the new speed slider
Ripple's fade effect is very "steppy" and noticeable. It doesn't fade away smoothly anymore. (Even after I tweaked sliders around to account for the above weirdness of high numbers not supposed to be possible)
Hard to see on camera.
50keys and .99s fade and it's still stuttery.
.45 feels smoother and might be close to what it was pre-update?
@merry thorn, thank you so much for all your hard work and efforts, especially in preserving the Ripple effect's behavior for me!
Here are a few of my thoughts/ideas on this build:
- This may just be my odd perspective on it, but I feel like the default behavior of
Rippleeffect should swap places with theInvertedbehavior.- For the purpose of discoverability, I feel like there needs to be more space between the
Global Brightnessslider and the keyboard layout. It seems to be an even greater issue whenTachyon modeis enabled.- Add the ability to click and drag the order of
Effect Layers
Has "jelly" x "breath" effect been addressed yet?
when putting two together,makes w->t, s->g, and z->v keys breathe while everything is off
Appears to work like I'd expect them to
I'm adding a cap in the firmware so it will always render within the bounds the slider in Wootility has, so at least it won't be insanely slow 😂
adding one horizontal and one vertical scan layer at different speeds makes it like the good ol' bouncing DVD logo that would appear when you left your player at the menu for too long. made me think if there is interest in having the ability to adding inactivity lighting effects or something like that
when is it gonna hit the corners 

wait.............................................
you able to replicate what im talking about on the keyboard? doesnt work on the keypad of course since smol
instead of a screensaver its a keebsaver
i tried it out for like 10 mins, very interesting
what changed with 4.6.6-beta
also, being able to manually put numbers (that are in the slider range) would be a good addon (like double clicking here and being able to just insert something for those who hate sliders)
Yes!! It sucks needing to be super precise while adjusting the sliders!
there was some stuff mentioned when i updated firmware from v2.7.0-beta.3 to v2.7.0-beta.4 to i think that was probably pretty much it
i just didnt really pay attention 
Thanks everyone for the feedback. Any future feedback elements should be directed to the v4.6.6 stable thread
Thanks for this update nice job.💪.Next Step will be the tachyon mode ON actuation point not accurate i hope cause it's already 8 months since we discover this problem and we are a lot of users waiting for this
Yeah, it's very much the next step. I'm going to be spending a lot of time this week on trying to get things wrapped up 👌
How would one go about replicating that?
You can read my ticket on this linkhttps://discord.com/channels/167181566978555904/1075339050011074620
Ok perfect💪👍 nice to ear that .thank you
Oh wow! I can definitely tell now! I had been wondering at the back of my mind for weeks why multiple people told me that 0.1mm actuation is "too sensitive" when it had never felt too sensitive to me. It turns out that I hadn't actually been experiencing 0.1mm actuation points this whole time! (all three of my analog profiles have Tachyon enabled)
Yep with tachyon off 0.1 mm look accurate but with tachyon on it's more like 0.3mm 0.5 mm depending on keys and probably on keyboards