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Chroma Immersive Platform

The Chroma Immersive Platform brings together three on-device AI features that analyze what a player's PC is already producing, the system audio output and the on-screen image, and translate it into lighting and haptics in real time. All inference runs locally on the player's machine.

The platform is available in Razer Chroma for Windows (V4.0.63.2608041508). Players enable the individual features from the Chroma dashboard and configure them per device, app and game.

No integration required

These features consume system-level audio and video output. Your title does not call an API, emit events, or register effects to benefit from them. A game that has already shipped is supported without a patch.

Because there is no integration surface, what you control is the input. These pages document the behaviour of each feature so you can reason about how your title's audio mix and visual design will be interpreted.

None of these features use large language models. Each relies on a lightweight classifier that takes a fixed input, such as a short audio window or a downscaled video frame, and returns a label from a predefined set. That is what allows them to run continuously during gameplay for a small fraction of the CPU.

Feature summary

FeatureInputOutputContent type
Impact EngineSystem audio outputSensa HD Haptics intensityGames, video
Screen SyncForeground window imageChroma lightingGames, video
Mood AnalyzerSystem audio outputChroma lightingMusic
Screen Sync and Mood Analyzer are alternatives

The two lighting features are alternative ways of controlling Chroma lighting, and the player chooses which of them is active. Screen Sync handles content with a picture worth reading. Mood Analyzer handles music, where there is no meaningful frame to sample. Only one of them drives the devices at a time.

Impact Engine is independent of that choice and may run alongside either, since it drives haptics rather than lighting.

Signal characteristics

Each feature responds on the timescale of the signal it interprets.

FeatureAnalysisMoves on
Impact EngineAudio event responseFractions of a second, with immediate onset and a smooth decay
Screen SyncColourFractions of a second
Screen SyncPattern and active zoneSeconds
Mood AnalyzerMoodSeconds

A hit lands with the sound, a palette change reads almost immediately, and a change of scene or mood arrives over a beat or two rather than snapping. Each analysis is smoothed at the scale its own signal changes on, rather than at the limit of what the hardware can keep up with.

Requirements

ComponentRequirementApplies to
Razer SynapseInstalled and runningImpact Engine
RzChromatic2.3.2.0 or newerScreen Sync
Razer Experience ServiceInstalled, user logged inAll features
WindowsWindows 11 24H2 (build 26100) or newerHardware-accelerated execution
Haptics-capable deviceRequired for haptic outputImpact Engine
RzChromatic version

Screen Sync requires RzChromatic 2.3.2.0 or newer. On earlier versions no ambient lighting appears.

Data handling

All analysis is performed locally on the player's machine. No audio, no frames and no derived data are transmitted off the device, and nothing is sent to the cloud.

All three features read the system audio output. None of them access the microphone.


Runtime model

All three features run inside the Razer Experience Service, a Windows background service. The service runs analysis in the logged-in user's context, because the features require access to the user's audio endpoint, screen, Chroma and Synapse instances.

Three properties are relevant when evaluating behavior on a test machine:

Features activate at user logon. After a boot with no user logged in, the service runs but no analysis occurs.

State persists across restarts. Enabled features are restored automatically after reboot, logon, or service restart. A feature enabled during earlier testing will still be active later.

Nothing is enabled by default. Features are inactive until enabled by Synapse or restored from a previous state.


Choosing between the platform and the WYVRN SDK

The platform and explicit SDK integration solve different problems, and titles that want a deeper immersive experience can use both. The reasoning is set out in Adaptive Immersive Experience: Context-Aware Haptics in a Multisensory Effects Engine.

Use the Chroma Immersive Platform whenUse the WYVRN SDK when
You want broad coverage with no engineering costYou need a specific effect at a specific moment
Moments are emergent or procedural, and cannot be authored ahead of timeThe moment is scripted and you know when it happens
The title has already shippedYou are in active development and can add integration
Approximate, content-derived response is sufficientYou need exact control over color, timing, or haptic waveform
Music-driven or rhythmic haptics are not requiredMusic-driven or rhythmic haptics are core to the design

A common pattern is to rely on the platform for general coverage and author explicit effects through the SDK for signature moments.

You do not have to build every effect yourself

Razer Indie Lab provides a ready-made library of Chroma and haptic effects to draw from, which covers a lot of ground for a small team with no dedicated immersion budget.

Direct partnership with Razer suits larger productions, and covers co-marketing agreements and effects designed by Razer's immersive team. It is also the route through which a per-game haptic profile can be defined for a Chroma Sensa title.


Evaluating your title

Practical checks when assessing how your game behaves with these features enabled.

CheckExpected result
Combat or impact-heavy sequenceDistinct haptic response on impacts, with immediate onset and a smooth decay
Dialogue sequence with no other audioNo haptic response
Music-only sequenceNo haptic response through Impact Engine
Scene with a strong dominant colorDevice lighting reflects that color almost immediately
Letterboxed cinematicColors derived from the picture, not the bars
Borderless, exclusive fullscreen, and overlay focusCapture continues to follow the intended window
Pause audio for several secondsHaptics stop and reset

Diagnostics

Verbose service logging can be enabled by creating an empty file named debug.flag next to the service executable, typically:

C:\Program Files (x86)\RazerExperienceService\RazerExperienceService\debug.flag

Directory permissions may require creating the file elsewhere and moving it in. Restart the service. Logs are written to:

%LOCALAPPDATA%\Razer\RazerExperienceService\Logs\dllLog.log

If nothing responds

SymptomFirst check
No ambient lighting at allRzChromatic version is 2.3.2.0 or newer
No haptic responseSynapse is running, and the device supports haptics
No response from any featureThe relevant feature is enabled, and a user is logged in

Feature reference