There should be only 1 outline, changing the outline thickness value should directly change the default outline’s thickness value. The default outline remains very transparent, which can be distracting and frustrating to deal with.įor a major esports FPS game, the method implemented for increasing outline visibility and thickness should not be such a crude implementation of simply adding an additional layer of outline.Īs a big esports FPS game, the method implemented for increasing outline visibility and thickness should not be such a crude implementation as merely adding an additional layer of outline.(outline thickness and shift do not work at all) Since it’s an additional layer of outline, it doesn’t apply to all types of crosshairs, such as Hanzo’s default crosshair etc.Players are forced to significantly increase the outline thickness to achieve a visible effect.This design choice leads to several problems: The “outline shift” feature seems intended to address this issue, but it’s not very practical, as it can obscure the crosshair with the outline, making it even more difficult to see. This makes the original outline appear a noticeable and odd transparent gap. This approach, however, leads to the original outline being sandwiched between the second layer and the crosshair itself, with the original outline remaining somewhat transparent. The current crosshair design seems to incorporate a dual-layer outline: the default layer and an additional layer that is applied on top of the original outline when the outline thickness is set to greater than 1.This would effectively improve the visibility, just like in ow1. In the case of 1080p res, for example, with a reticle crosshair outline set to a thickness of 1 and an outline opacity of 100%, this outline should appear as a fully opaque, 1-pixel-wide sharp solid black line. With this option added, however you haven’t raised the outline opacity value to make it complete opaque and more visible. (The outline thickness option is not very useful as it increases the crosshair’s thickness and obstructs the view.Īt present, increasing the ‘outline thickness’ does not really enhance visibility or contrast it only transforms the outline into a thicker, transparent, and blurry outline, due to the double layer outlines problem, details in point 4. The current outline in Overwatch 2 is too transparent. We have been requesting an increase in the ‘outline opacity’ setting’s max value since ow2 season 1 to make the outline completely opaque for better visibility.The dot layer used to overlay the reticle crosshair instead of having a dedicated space in the center.Increasing the outline thickness gradually enlarges the center gap as well.
As soon as the outline opacity is greater than 0, the entire center gap becomes broken. This is why the center gap is correct when the outline opacity is set to 0. The calculation of the center gap currently includes the outline thickness of the crosshair, which should not be the case.Unfortunately I am unable to include screenshots to help understanding the issues. I have finally identified the reasons behind the bugs related to the crosshair visibility, center gap etc. Together, we can all contribute and help to make Overwatch a better game! (Because this is how this forum works: threads with a higher reply and like ratio will receive higher priority!) PLEASE CONSIDER LEAVING A COMMENT AND GIVING A LIKE TO HELP US GRAB DEVS’ ATTENTION AND ADDRESS THESE ISSUES!