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WYVRN SDK

The WYVRN SDK is the all-in-one SDK for all Razer technologies: AI Gaming Tools, Chroma RGB, and Sensa HD Haptics. The WYVRN SDK integration process happens in collaboration with the Razer/WYVRN Team, who designs the Chroma animations, haptic effects, and provides the AI integration. Click here to contact us on Discord. *Unlike the Chroma RGB SDK and Interhaptics SDK which can be used independently (without WYVRN team involvement), the WYVRN SDK integration requires working directly with the WYVRN team as everything is hosted on the Razer Synapse side. Game developers don't need to design their own haptic effects or Chroma animations when using the WYVRN SDK - this is handled by the WYVRN team.

What WYVRN offers:

  • Chroma RGB integration and design
  • Sensa HD Haptics integration and design
  • AI integration

Overview

The WYVRN SDK allows developers to name events for game state, player state, abiltities, actions, and environments. The external WYVRN configuration controls AI, Chroma, and haptics.

The WYVRN SDK is the combination of AI, Chroma, and Razer Sensa HD Haptics in a single SDK. By integrating AI, RGB lighting and haptics into game environments and events, players can enjoy a truly immersive gaming experience. The WYVRN SDK is capable of playing Chroma animations and haptics on the Razer Sensa HD Haptics devices. SetEventName() can trigger AI interaction, RGB lighting, or haptics or all of the above.

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Downloads

SDKs

  • WYVRN SDK
EngineGit RepoDownload LinkGit RepoDownload LinkGit RepoDownload Link
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WYVRN Design TemplateGitDownload
WYVRN C++ SDKGitDownloadGitDownloadGitDownload
WYVRN Unreal SDKGitDownload
WYVRN Unity SDKGitDownload

User Privacy

Note: The WYVRN SDK requires only the minimum amount of information necessary to operate during initialization, including the title of the application or game, description of the application or game, application or game author, and application or game support contact information. This information is displayed in the Synapse and Chroma app. The WYVRN SDK does not monitor or collect any personal data related to users.

Dependencies

To use the WYVRN SDK first install the new Razer Synapse 4 and Chroma App.

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  • If you don't have Chroma hardware, you can see Chroma effects with the Chroma Emulator

WYVRN SDK Library

Each game engine has a plugin that integrates with the Chroma SDK. Initialization handles the information that displays in Synapse and the Chroma App for your game.

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WYVRN SDK Integration Process

Event Design

The Event Design is the starting point. Suggested events are prioritized as high, medium, and low recommendations. Events can describe game triggers that can represent game state, player state, environment state, abilities, items, and actions. Events are limited to 30 FPS. Events can fire once per action or can represent when an action begins and then ends. The purpose for suggested events are intended to give an idea to the type of haptic or lighting effect that could play for a set of game events. The developer may ask for revisions to the suggested events or request for additional events to expand on gameplay. Inspiration comes from gameplay video. If gameplay video is not available, the developer can provide a description or reference art to conceptualize the desired effect. Events can trigger haptics or lighting patterns or both.

Revisions

Some Event Designs require revisions to add more requested effects or to make changes through the feedback of reviewing the Design. Revisions can be requested which result in a subset of alterations from the previous design or add completely new game events. Fill out the Wyvrn_Design_Template_Developers.xlsx Template which provides all the necessary fields for making design requests and revisions.

Sample Project

The developer specifies which game engine is used by the game so that a sample project can be shared with sample code for the specified engine. The sample project will show how to use the API and execute the Event Design for the target language/game engine. The sample project will include a plugin to add the WYVRN SDK to the specified game engine. The sample code can be altered to play any event defined in the Event Design.

Integration

The bulk of work for the integration process involves adding calls to SetEventName() with unique string identifiers for game events. The typical integration process lasts from 0 - 5 days for a single developer. After events have been identified, Chroma and haptic playback can be configured on the backend external to the game. Chroma and haptics are independent meaning sometimes they play together and sometimes they play separately, which is completely depends on the type of game trigger and is up to the designer.

Testing

The team can provide QA on the game build when integration has completed. Steam beta keys and Epic Store beta keys make testing possible before a game launches. This can be a good way to provide design revisions by testing and giving feedback on the build. To support the QA process, it will be important to include a level selector and potentially console commands that make it easy to navigate the build to test the game triggers at the right moments to validate the visuals work as expected. Beta key access is limited to the engineering and QA review team.

Haptic Design

An initial Haptic Design can be provided by the team. Adding haptic support does not require adding assets to the game. Haptics can be added to a game without code changes and after the game has released. Haptics can be added through creation of a haptic configuration file. Developers can use the Synesthesia Console which automates creation of the haptic configuration file within HapticFolders and will add some mockup haptic files (simple haptic effect which can be edited with Haptic Composer) when event names follow a naming convention. Haptic configuration files are automatically distributed by the team through Chroma App updates.

Chroma Design

Chroma integration can be completed external to the game. The WYVRN configuration has controls for Chroma to specify playback operations that respond to named events. The WYVRN configuration supports idle animations, playing one shot or looping animations, and stopping animations. One-shot animations fallback to the idle animation automatically when finished.