Orra Space User Manual
Version 1.1.0 • © 2026 Orra Audio LLC
1. Introduction
Orra Space is a dual-engine space processor: five distinct reverb algorithms running in parallel with a tape-style delay. The two engines are not stacked in series, both are fed from your dry signal at once, and a single BLEND control crossfades between them. A kick of reverb, a long tape echo, or any mix of the two sits under your source, balanced exactly where you want it.
The reverb is genuinely five engines, not one engine with presets: Room, Chamber, Plate, Hall, and Spring, each with its own bespoke DSP. A global Character switch, Vintage or Modern, sets the overall voicing, and Motion, Age, and Shimmer take it from pristine to worn. The core is built to sound clean and modern; the vintage flavour is added on top with saturation and tape wow-and-flutter, so you choose how much of it you want.
The two engines can cross-pollinate. X-Feed feeds the delay's output back into the reverb, or the reverb's tail into the delay, for blooming, evolving textures neither engine makes alone. On the output, the wet signal has its own tilt TONE, stereo WIDTH, low/high cut, a DUCK that keeps the source up front, and a FREEZE that holds the tail forever.
Everything is shown on one large analyzer with five views: predicted decay and delay taps, the live wet spectrum and EQ, a stereo vectorscope, the ducking history, and an animated signal-flow map. The ducker can key from the track itself, the host's sidechain, or any Orra Link source, numbered channels or live tracks picked by name with Orra Link 2, so the reverb can step out of the way of a vocal on a completely different track.v1.1.0
This manual runs front-to-back: start with the Interface Tour, read How the Two Engines Work for the one idea that makes the rest obvious, then skim The Controls. Later chapters cover the five reverb spaces, the analyzer views, ducking with Orra Link, and a tips section.
2. System Requirements
Formats
VST3, Audio Unit (AU), and AAX (Pro Tools).
macOS
macOS 10.13 or later (Universal 2: Apple Silicon and Intel).
Windows
Windows 10 or later (64-bit). VST3 and AAX formats.
Channels
Mono or stereo (input and output matched), with an optional mono or stereo sidechain input bus for ducking.
Latency
Zero. Orra Space reports no added latency in any mode, including when ducking is keyed from an Orra Link channel.
3. Interface Tour
The window is organised top-down into four horizontal regions on a brushed-bronze faceplate. The header and the control cards are raised out of the plate; the analyzer is recessed into it.
1. Header
Spans the top. On the left, the ORRA SPACE wordmark, click it any time to open the licence and info panel. Next to it, the Character selector (Vintage / Modern). In the centre, the preset browser: < and > step through patches and the name in the middle opens the full list (an edited preset is marked with a dot until you save). On the right, the UI scale selector (75 to 200%) and the circular tips toggle, which turns hover tooltips on and off.
2. View Tabs
A raised strip just below the header carries five tabs: TIMING, TONE, STEREO, DUCK, and FLOW. They switch what the analyzer shows; the active tab is underlined in gold. Each view is tied to a group of controls, so the analyzer always reflects the part of the plugin you are working on.
3. Analyzer
The large recessed screen is the visual centre of the plugin. Depending on the selected tab it shows the predicted reverb decay and delay taps over a musical grid, the live wet spectrum and EQ curve, a phosphor stereo vectorscope, the ducking gain-reduction history, or an animated map of the signal flow. Most views are displays driven by the knobs below, but the TONE view is a live EQ you shape by dragging directly on it.
4. Control Cards
Three raised cards along the bottom group the knobs by job. REVERB holds the space selector plus SIZE, PRE-DELAY, MOTION, SHIMMER, and a STEREO input toggle. DELAY holds the delay mode and sync controls plus TIME, FEEDBACK, AGE, and WIDTH. OUTPUT holds the two engines' balance and the wet finishing controls (BLEND, MIX, X-FEED, WIDTH, TONE, LO CUT, HI CUT) plus FREEZE and the DUCK section. Each card's most important knob (SIZE, TIME, and MIX) is drawn larger as its hero control. Double-click any knob to return it to default; double-click its value to type an exact number.
4. How the Two Engines Work
It is worth thirty seconds on the core idea, because the rest of the plugin follows from it.
Most reverb-and-delay plugins run the two effects in series, the delay feeds the reverb, or vice versa, in a fixed order. Orra Space runs them in parallel. Your dry signal is sent to the reverb engine and the tape delay at the same time, and a single BLEND knob crossfades between their two outputs: fully left is pure reverb, fully right is pure delay, the middle is an equal mix. The blended result is the plugin's wet signal.
A second knob, MIX, sets how much of that wet signal you hear against your dry input (an equal-power crossfade, so the overall level stays steady as you turn it). So BLEND chooses which ambience, and MIX chooses how much, two independent decisions instead of one tangled one.
The two engines can also feed each other. X-Feed (crossfeed) injects one engine's output into the other's input: turned toward the reverb, the tape delay's repeats spill into the reverb and bloom into a wash; turned toward the delay, the reverb tail re-enters the delay and is chopped into rhythmic echoes. At centre the engines run cleanly in parallel. Small amounts add life; large amounts build evolving, self-feeding textures.
Finally, the Character switch and the Age and Motion controls add the vintage layer. The DSP underneath is voiced clean and modern; Vintage mode, tape Age, and the wow-and-flutter that Motion drives are applied on top, so "vintage" is a dose you dial in, not a color baked into the sound.
Signal Flow
Dry input → reverb engine (Room / Chamber / Plate / Hall / Spring) and tape delay, in parallel → X-FEED cross-feeds one into the other → BLEND crossfades the two into the wet bus → wet TONE / WIDTH / LO CUT / HI CUT → DUCK → MIX against the dry → output. PRE-DELAY offsets only the reverb onset; the delay is not delayed by it.
5. The Controls
Grouped across three cards plus the header. All knobs are automatable, double-click to default, and double-click-to-type. Ranges below are the user-facing values shown on each control.
Character (header)
Character (Vintage / Modern), the global voicing of both engines. Modern is clean, smooth and open, with longer, brighter tails. Vintage adds saturation, darkens the tone, and deepens the wow-and-flutter for a more worn, characterful sound. It is an orthogonal axis: every space and every preset can be either.
Reverb
The space, its length, and its movement. The space selector is the headline control, it chooses one of five distinct algorithms.
Reverb type (Room / Chamber / Plate / Hall / Spring), the reverb algorithm. Five bespoke engines, not presets of one. Switching crossfades smoothly so you can audition spaces while playing.
Size (shows RT60 in seconds), reverb size and decay length. The value read-out shows the real RT60 decay time of the currently selected space, so the number means the same thing in a Plate as in a Hall, and it changes when you switch spaces. Type a time to match it exactly. Hero knob.
Pre-Delay (0 to 120 ms), the gap between the dry hit and the reverb onset, the sense of a room's size and the distance to its walls. Affects the reverb only; the tape delay is not offset by it.
Motion (0 to 100%), a movement macro. It modulates the reverb tail for a living, breathing space and drives the tape delay's wow-and-flutter. Low for a still, modern tail; high for organic drift and vintage wobble.
Shimmer (0 to 100%), an octave-up pitch-shifted voice recirculated inside the reverb. A little adds sparkle to the tail; high settings bloom into a sustaining, choral drone. Works in all five spaces.
Stereo (on / off), reverb input routing. On (the default) feeds the reverb in true stereo, so a panned or wide source keeps its position and width in the tail. Off sums the input to mono first, the classic, guaranteed mono-compatible behavior and a tighter, more centred wash. The tape delay is unaffected; it has its own Mode.
Delay
A tape-style delay with its own routing, timing, and wear. The mode and sync controls live in the card header; the knobs set time, regeneration, and tape age.
Mode (Mono / Stereo / Ping-Pong / Reverse), Mono is one centred delay line; Stereo runs independent left and right times; Ping-Pong bounces the repeats between the channels. Reverse plays the repeats backwards: the input is spliced into chunks one delay-time long and each chunk plays in reverse, swelling toward the beat. Feedback keeps every repeat reversed, landing one chunk apart.v1.1.0
R-Ratio (×0.50 to ×2.00, or Link), sets the right-channel time as a multiple of the left (so you can put a dotted or triplet value on one side). Link makes both sides equal. Has no effect in Mono mode.
Sync (on / off), locks the delay to the host tempo. When on, the note-division selector beside it takes over from the TIME knob.
Division (1/16 to 1/1, incl. dotted & triplet), the tempo-synced note value used when SYNC is on, from 1/16 up to a whole note, including triplet (T) and dotted (.) values.
Time (40 to 1200 ms), delay time in free-run (SYNC off). The DELAY card's hero knob.
Feedback (0 to 98%), how much of each repeat is fed back for the next, from a single slap to long, regenerating trails. High settings interact with AGE for self-saturating tape build-ups.
Age (0 to 100%), tape wear on the delay: progressive bandwidth loss and saturation on the repeats, so each echo is darker and softer than the last. 0% is a clean digital delay; high settings are an old, worn machine.
Width (0 to 100%), the stereo width of the delay's output (mid/side). 100% is full width; 0% collapses the repeats to mono. Independent of the reverb and of the OUTPUT width.
Output
Where the two engines are balanced and the wet signal is finished. BLEND and MIX are the two big decisions; the rest shape and place the wet tail. FREEZE and DUCK sit in the card's top row.
Blend (Reverb ↔ Delay), crossfades between the reverb and tape-delay engines. Fully left is pure reverb, fully right is pure delay, centre is an even mix.
Mix (0 to 100%, dry ↔ wet), overall dry/wet balance, equal-power. Use it on an insert; leave it high (or full wet) on an aux/send. Hero knob.
X-Feed (→ Verb / → Dly, OFF at centre), cross-pollination between the engines. Turned toward the reverb the delay's repeats spill into the reverb for washes and blooms; turned toward the delay the reverb tail is chopped into rhythmic echoes. Centre is OFF, the engines run cleanly in parallel.
Width (0 to 200%, 100% = unchanged), stereo width of the whole wet signal (mid/side). 0% is mono, 100% is unmodified, above 100% widens. Mono-safe, it never moves the dry signal.
Tone (dark ↔ bright), a tilt EQ on the wet signal, pivoting around 650 Hz. Left darkens the tail, right brightens it, centre is flat, a fast way to sit the ambience in a mix.
Lo Cut (OFF, 20 Hz to 2 kHz), high-pass on the wet signal. Clears low end out of the tail so it doesn't muddy the mix. OFF at minimum.
Hi Cut (1 kHz to 20 kHz, OFF), low-pass on the wet signal. Darkens and tames the top of the tail. OFF at maximum.
Duck (0 to 100%), ducks the wet signal under a key source so the dry stays up front, recovering as the source pauses. The KEY selector beside it chooses what triggers it, and attack/release sliders for the duck envelope live in the DUCK analyzer view (see The Duck Envelope).v1.1.0
Freeze (on / off), captures and holds the reverb tail indefinitely, an infinite pad. The input is muted into the reverb while frozen, so the held wash stays clean. A latching, automatable switch.
6. The Reverb Spaces
The Reverb type selector chooses one of five algorithms. They are genuinely separate engines with their own DSP, not a single reverb re-tuned, so they respond differently to SIZE, MOTION, and Character. Switching crossfades smoothly, so you can compare spaces on a held sound.
Room
A multi-tap early-reflection front-end feeding a short tail. Tight, fast, and believable, for adding dimension and depth without an obvious "reverb" sound. The shortest decays live here.
Chamber
Dense all-pass diffusion into a band-limited medium tail. Smooth and even, between a room and a hall, a natural, uncolored ambience that flatters vocals and acoustic sources.
Plate
A studio plate modelled on the classic steel-plate sound: bright, dense, and immediate, with a fast build and no early-reflection gap. The go-to for vocals, snares, and pop sheen. (Its natural decay never drops to zero, so even the smallest SIZE keeps a short, lush tail.)
Hall
The signature engine, a large feedback-delay-network hall with frequency-dependent decay and a low-end bloom. Lush, three-dimensional, and able to go from a concert hall to an enormous, slow wash. The default space.
Spring
A physically-modelled multi-spring tank voiced toward a smooth studio reverb rather than a guitar amp: five springs of different lengths with inter-spring coupling, dispersion, and flutter. Characterful and retro, with the springy "drip" available when you push it.
Tip: SIZE reads as RT60 seconds, and the same knob position gives a different RT60 in each space, a Room at "1.0 s" and a Hall at "1.0 s" are genuinely the same tail length, just with different character. Use the read-out (or type a time) to match decays across spaces.
7. The Analyzer
The recessed screen shows one of five views, selected by the tab strip above it. Each is tied to a part of the plugin, so the picture always matches what you are adjusting. Four of the five are displays driven by the knobs below; the TONE view is a live EQ you can shape by dragging directly on the curve.
Timing
A prediction of the ambience over time on a musical grid. The gold curve is the reverb's decay envelope; the cyan bars are the delay taps, laid out by mode (one train for Mono, two mirrored trains for Stereo, an alternating bounce for Ping-Pong). A dashed marker shows the RT60 point, and the read-out names the space, RT60, delay time and nearest note value, mode, blend, and host tempo. Driven by the controls, not live audio, it updates the instant you turn a knob.
Tone
The live wet spectrum (gold, with a slow peak-hold) behind the combined wet EQ response curve (cyan) of LO CUT, HI CUT, TONE, and a built-in three-band parametric EQ. This view is interactive: drag any of the three numbered bell points to set its frequency (left/right) and gain (up/down), scroll on a point to tighten or widen its Q, and double-click a point to flatten it. The LO CUT and HI CUT markers drag too. The bells start flat, so they color nothing until you move one, ideal for surgically notching a resonance out of a tail. Everything here mirrors the footer TONE / LO CUT / HI CUT knobs and is fully automatable.
Stereo
A phosphor vectorscope (goniometer) of the wet output with afterglow, plus a correlation meter beneath it. A vertical trace is mono; a wide spread is stereo; a strong tilt warns of phase issues. Use it to check mono-compatibility of the tail.
Duck
The ducking gain-reduction history, scrolling left to right, with a live read-out of the current reduction. Shows how hard, and how rhythmically, the wet is being pulled down by the key source. Two compact ATT / REL sliders in this view set how fast the duck grabs and how fast it recovers (see The Duck Envelope).v1.1.0
Flow
An animated map of the signal routing: IN feeding the REVERB and DELAY engines and on to OUT, with particles flowing along the active paths. Line thickness tracks BLEND and MIX, a labelled arrow shows the X-Feed direction and amount, and a dry path shows the MIX balance. The clearest way to understand how the plugin is wired at a glance.
The tips toggle in the header turns on hover tooltips for every control and for the analyzer, handy while you are still learning the layout.
8. Ducking & Orra Link
The DUCK control on the OUTPUT card pulls the wet signal down while a key source is playing and lets it recover as the source pauses, the classic trick for keeping a vocal or lead clear of its own reverb. The KEY selector beside it chooses what triggers the duck. It is a multi-select: tick any combination, and the sources are combined by maximum (the duck follows whichever is loudest at each moment).
Named tracksv1.1.0, with Orra Link 2 senders in your session, the top of the menu lists live tracks by their actual names, with their track colors. Picks are stored by name, so they survive session reloads even for Link 2's drop-and-forget Auto mode. If a picked track's sender disappears, the entry shows a warning flag ("! Name") and simply stops contributing until it returns.
Internal, the default. The duck keys off the signal passing through Orra Space (the track it sits on). Insert it on a vocal and the reverb ducks under that vocal automatically.
Sidechain, the host's dedicated sidechain bus. Route any track to Orra Space's SC input in your DAW and it drives the duck.
Link 1 to Link 36, the 36 numbered channels fed by the companion Orra Link plugin (original Link 1 senders included), so you can sidechain any track in any DAW. The menu lists only channels that are live or already ticked, so it stays short.v1.1.0
The Orra Link companion plugin
Orra Link is a tiny sender-only plugin shared across the compatible Orra plugins (Orra EQ, Orra Press, Orra Space, and Orra Ducker). It broadcasts a track's audio onto a shared bus that every one of them can read: pick a numbered channel (Link 1 to 36), or let Orra Link 2's Auto mode claim a slot invisibly and identify the track by its name and color. Drop it on a track, then tick that track (or channel) under KEY in Orra Space.
To key off several discrete tracks at once, tick them all, Orra Space combines every selected source. (Putting two Link instances on the same numbered channel will not sum them; give each its own.)
No added latency. Ducking is forgiving of a sub-block timing offset, so Orra Space reads the latest audio from a Link channel without delaying your signal, it stays a zero-latency plugin even with a Link key.
Sandboxed hosts. A few DAWs run AU plugins in sandboxes that can block the shared-memory connection. If the bus can't be opened, Link sources simply read as silent, keep Internal ticked (or use the host's Sidechain bus) as a fallback that always works.
9. The Duck Envelopev1.1.0
Open the DUCK analyzer view and two compact sliders appear over the gain-reduction history: ATT (attack, 0.1 to 100 ms, default 5 ms) sets how fast the wet is pulled down when the key hits, and REL (release, 10 ms to 2 s, default 180 ms) sets how fast it recovers when the key falls away. Short settings give a tight, pumping duck that follows every syllable; longer settings breathe, letting the tail swell back in gently between phrases. Both are automatable, double-click to default, and read in milliseconds.
A self-calibrating detector
The duck detector responds to the key's dynamics, not its absolute level. It continuously references the key against its own recent peaks, so a quietly recorded key track ducks the wet just as fully as a hot one: DUCK stays a pure depth control at any gain staging, and there is no threshold to set. Keys whose level falls below a silence floor (about -60 dBFS) are treated as silent, so a track's noise floor never triggers the duck on its own.
Behavior change in v1.1.0
The self-calibrating duck detector is a deliberate behavior change. The duck now responds to the key's dynamics rather than its absolute level, referencing the key against its own recent peaks, with a silence floor around -60 dBFS so a noise floor cannot trigger the duck. Hot key tracks duck essentially as before, but sessions that relied on a quiet key producing an unintentionally shallow duck will now duck at full depth. Turn DUCK down to taste.
Practical consequence: the duck follows the shape of the key. A whispered verse pumps the reverb as deeply as a belted chorus; if you want a shallower duck, turn DUCK down rather than the key track.
Offline renderingv1.1.0
Bounces, freezes, and offline renders (including Pro Tools' Commit) render Link-keyed ducking correctly: during an offline render Orra Space validates each Link source's timing stamps and reads it aligned to the render timeline. A Link sender that is not running in the render pass simply contributes nothing to the key, so the duck relaxes rather than keying off stale audio. Internal and Sidechain keys render exactly as they play.
10. Tips & Workflow
Choose the space first
Pick the reverb type before anything else, Room for depth, Chamber for natural ambience, Plate for sheen, Hall for size, Spring for character. SIZE, MOTION, and Character all behave differently per space, so the space is the decision the rest hang off.
BLEND chooses the flavour, MIX chooses the amount
Set BLEND for the reverb/delay balance you want, then set MIX for how present the whole effect is. On an aux or send, push MIX to full wet and control the level with the send. On an insert, MIX is your dry/wet.
Use the RT60 read-out to match decays
SIZE shows the real decay time of the selected space. To match a delay to the room, or to A/B two spaces at the same length, read (or type) the RT60, "2.0 s" means the same tail length in any space.
A little X-Feed goes a long way
Start X-Feed near centre and add a touch. Toward the reverb it blooms the delay into the reverb for evolving washes; toward the delay it turns the reverb tail into rhythmic echoes. Watch the FLOW view to see the direction and amount as you turn it.
Keep the source clear with DUCK
On a vocal or lead, raise DUCK with KEY on Internal so the reverb steps back while the source sings and blooms in the gaps. To duck a reverb under a different track, send that track over Orra Link and tick it under KEY, by name with Orra Link 2 or by channel number.
Tuck the tail in with TONE and the cuts
If the reverb muddies the mix, pull LO CUT up to clear the low end and ease TONE darker; if it disappears, brighten TONE and lift HI CUT. The TONE view shows exactly what you're doing to the wet spectrum.
Freeze for pads and transitions
Engage FREEZE to hold the current tail as an infinite pad, great under a breakdown or to catch a chord and let it ring. The input mutes into the reverb while frozen, so the held wash stays clean. It's automatable, so you can drop a freeze on a downbeat.
Flip the delay into Reverse
Delay Mode's Reverse plays the repeats backwards in delay-time chunks. With SYNC on, the reversed swells land on the grid; add FEEDBACK for trails where every repeat stays reversed, and push X-Feed toward the reverb to bloom them into the tail.
Use the tips toggle
The circular tips button at the far right of the header turns hover tooltips on and off. With tips on, hover any control to read what it does, handy while you're still learning the plugin.
11. Technical Specifications
Formats & Platforms
- • VST3, Audio Unit (AU), AAX (Pro Tools)
- • macOS 10.13+ (Universal 2: Apple Silicon & Intel)
- • Windows 10+ (64-bit, VST3 & AAX)
- • Mono or stereo, matched in and out
- • Optional mono/stereo sidechain input
- • Zero added latency in every mode
Engine & Controls
- • Five reverb algorithms plus a tape delay, in parallel
- • BLEND crossfade, MIX dry/wet, X-Feed cross-pollination
- • Size as real RT60, Pre-Delay 0 to 120 ms
- • Delay 40 to 1200 ms, or synced 1/16 to 1/1
- • Delay modes: Mono, Stereo, Ping-Pong, Reversev1.1.0
- • Wet TONE, WIDTH to 200%, LO/HI CUT, FREEZE, DUCK
- • Duck ATT 0.1 to 100 ms, REL 10 ms to 2 sv1.1.0
- • Self-calibrating duck detector, silence floor about -60 dBFSv1.1.0
- • Duck via track, sidechain, or Orra Link: live tracks by name, or numbered 1 to 36v1.1.0
- • Five-view analyzer with interactive 3-band EQ
- • Includes the Orra Link companion plugin
12. What's New in v1.1.0v1.1.0
Orra Space joins the Orra Link 2 ecosystem: the ducker can now key off any track in your session by its actual name and color. On top of that, the two most-requested ducking refinements land (duck attack and release controls, and a detector that works at any key level), the tape delay gains a true Reverse mode, and Link-keyed ducking now renders correctly in offline bounces and Pro Tools Commit.
Orra Link 2 key sources, by namev1.1.0
With Orra Link 2 on your tracks, the KEY menu lists live tracks by their actual names, with their track colors, including senders in Link 2’s drop-and-forget Auto mode. Tick as many as you like and Orra Space combines every selected source, exactly like the numbered channels. Picks are stored by NAME, so they survive session reloads even though Auto-mode senders do not keep stable channel numbers. If a picked track’s sender disappears, the menu shows it flagged ("! Name") and it simply stops contributing until it returns. Manual Link 1 to 36 channels still work exactly as before, original Orra Link 1 senders included, and the KEY menu now lists only Link channels that are actually live (or already ticked) instead of all 36.
Duck attack and releasev1.1.0
Two new controls on the DUCK analyzer view: ATT (0.1 to 100 ms) sets how fast the wet ducks when the key hits, REL (10 ms to 2 s) sets how fast it recovers. Short for tight pumping, long for gentle breathing. The defaults (5 ms / 180 ms) match the previous fixed behavior, so existing sessions sound the same.
Reverse delay modev1.1.0
The delay Mode selector gains Reverse: the input is spliced into chunks one delay-time long and each chunk plays backwards, swelling toward the beat. With SYNC on, the reversed swells land on the grid. Feedback keeps every repeat reversed, landing one chunk apart, and FREEZE holds a chunk-length loop. AGE, MOTION, and stereo WIDTH all apply, so the reverses wear and wobble like the rest of the tape.
Self-calibrating duck detectorv1.1.0
The duck detector now responds to the key’s dynamics rather than its absolute level: it continuously references the key against its own recent peaks, so a quietly recorded key track ducks the wet just as fully as a hot one. DUCK stays a pure depth control at any gain staging, with no threshold to manage. A silence floor (about -60 dBFS) keeps a track’s noise floor from triggering the duck on its own. This is a deliberate behavior change, see the callout in The Duck Envelope.
Offline rendering with Link keysv1.1.0
Bounces, freezes, and offline renders (including Pro Tools Commit) now render Link-keyed ducking correctly: during an offline render Orra Space validates each Link source’s timing stamps and reads it aligned to the render timeline. A sender that is not running in the render pass contributes nothing to the key, so a render can never duck against stale audio.
KEY menu livenessv1.1.0
Link channels now show as live in the KEY menu as soon as their sender is running. Previously they only read as live while ducking was already engaged, which made setting up a Link key with DUCK at zero confusing.
Compatibility
- •Existing sessions and presets load unchanged. The new parameters are appended after all existing ones, so automation lanes and host parameter maps stay valid.
- •A host automation lane already drawn on Delay Mode now spans four choices instead of three (Mono / Stereo / Ping-Pong / Reverse).
- •See the detector note above if you use quiet key tracks with DUCK.
- •No new latency: Orra Space still reports zero added latency in every mode, including with Link keys.
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