![]() All this is mathematical/geometric and the only approximations should be things like floating-point calculation errors. When you fire a bullet it draws line from your camera (I think? do Overwatch players fire from their head like in TF2?) and traces that to see if it intersects other players. To expand on / clarify this, the engine knows things like your character's position in x/y/z axes and your camera rotation left/right and up/down (yaw and pitch). This is something I hope you will finally understand after my explanation to you, and not fall for any more of r/GlobalOffensive's snakeoils. R/GlobalOffensive is not the most rational at times, evident from how they're easily susceptible to snake oil nonsense such as "resolution-dependent pixel-skipping".Īll in all, however, the screen render resolution has absolutely no bearing on the game's internal logic. This causes an issue where the even-numbered thickness crosshairs are actually misaligned, however minuscule it may be, but the odd numbered crosshair thickness always match up correctly with the projection axis. Effectively, the field of view in the top and left side are imperceptibly wider than that of the bottom and right side. ![]() Setting an odd-numbered custom resolution allows you to use an odd-pixel thick crosshair with perfect clarity.ĬSGO does something interesting where the game renders asymmetrically with the projection (optical) axis being offset to the bottom-right pixel nearest to the screen origin. This is what results in the odd-numbered thickness being blurry with its alpha split between adjacent pixels. Overwatch always places the optical axis at screen origin, and attempts to overlay the crosshair accordingly, making use of interpolation when the values don't match up to native integral steps (and so the crosshair's position is always correct regardless of setting). There's no "engine approximating the shot to the bottom right pixel" there is no notion of a "pixel" in a 3D engine to begin with. The entire discussion on crosshair and resolution is a matter of clarity and has nothing to do with hit registration. I don't think you actually bothered reading my post prior to attempting to dismiss it entirely, as evident from you completely missing the point (pun not intended). I do use the Lightning Gun beam to assist in tracking targets though, which is why I would like to have a pointer-like overlay for my reticle. As a Quake player I don't really consciously overlay my crosshair on the target, I rely on the motion gradient to get a feel of the screen center. Personally though, I would like to have an asymmetrical custom crosshair like a pointer from bottom right to screen center. ![]() ![]() The screen don't black out because the image output mode is still the same resolution. Implemented properly, this should be a seamless experience like when you choose different render scales in the menu. Output a 1920x1080 image with shifted projection axis and one-pixel mask at the top and left side when odd thickness is used, and render normally with optical axis at the origin when even-valued thickness is used. I think what Blizzard should do is to automatically offset the render projection axis according to the crosshair thickness value. This makes all odd-pixel thick crosshairs "correct" but in turn all the even-thickness crosshairs are wrong. To be fair, CSGO does a weird thing where the game's optical axis is always universally offset by one pixel down-right. ![]()
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