Actually the 1 doesn't matter. You could represent any unit as a torb even if he was 1.293288382829 height. That's the whole point of using units. The 1 just makes it easier because the result of the division (division by the height of torb which is 1) is easier to calculate.
This is some of the highest quality OW content I've ever seen. Camera heights are not something I've ever seen talked about, and the ones that don't accurately line up with the character model's actual eye-levels, either horizontally or vertically, could lead to issues that I'd never thought possible with OW. Great video :)
I do overwatch workshop coding, genji's camera is probably the worst, his camera is far back from his face, if you disable first person, you can actually see genjis neck in the camera view
Junkrat's camera at 6:06 looks even worse somehow with regards to the camera being behind their head. Mei and Echo crouching are probably the most egregious ones that affect gameplay like not knowing how exposed your character is while crouching behind cover.
@@gunnerdown I can only envision torbjorn orbiting around sigma, panic-stricken as he hopelessly fidgets about while slowly rotating similarly to Earth around the Sun.
Finally somebody talks about Tracer's viewpoint !!!! The only moment the first person view aligns with her real headshot hitbox is when she reloads. If you have a widowmaker pointing your head as close range you'll see that her barrel isn't even in front of you, and when you reload then it's on your head Really weird actually, I would like them to fix this kind of stuff on OW2 along with the quirks of the objectives limits that are present on some maps Great channel btw, TH-cam algorithm can sometimes do miracles, keep up the great work you're the best
I think part of the problem is that many heroes lean/are turned to the side even when they're facing directly forward. Having the camera be dead center on their head would lead to you as the player feeling off-centered all the time. Tracer is a great example, even when facing perfectly forward her character model is actually turned left.
@@jessicastjames6202 I don't think that'd actually be a problem. The first person models aren't the same as the models other characters see in game*, so they could just line up the first person camera with the actual third person head, and have the first person model aligned with that. Whether the third person model is leaning or in an awkward pose doesn't really matter at that point. *For two easy examples, look at Genji and Hanzo. When Genji deflects, he simply holds his sword still in front of him in first person, but in third person his model is swinging it wildly even if nothing's hitting it. He also does flips while double jumping in third person, but in first person he simply jumps straight up twice. For Hanzo in third person he fires his bow like a normal person, in first person he fires it horizontally.
@@PunkZombie1300 A year late but yeah, I completely agree with that. I feel like it's just a quirk/mistake. I don't see any real reason for it to be like that, I feel like it could actually be a disadvantage but in practice I guess it doesn't make any real difference. We'll probably never have an answer about why it is like that
bastion in sentry is a really useful one to know, as there are places where you can shoot the enemy and they can hardly see you. Junkertown 3rd point defence is a good one. there's a window on the left that you can shoot over
Dva’s camera gets a little lower when she crouches because she gets down on one knee. And Doomfist can’t get much lower because he’s already stands with a crouched stance, like a martial artist.
I tried testing Bob but the workshop would not reveal his eye position when I tried. Third person cameras don't change the first person camera (except for Doom's ult, which changes his camera height to 1.00m) so I couldn't measure those either.
Imagine having a shield and therefor a 3rd person camera giving you even more possible camera positions. Like I honestly love the ability to look around corners as Brig. Also damn her first person cam is actually on her eyeballs at all times rather then on her chin, chest or even belly with some of these characters.
High quality content, I appreciate the attention to detail. Just a friendly advice to help you bring the quality that little bit higher - there's some noticable popping from the mic. You can alleviate it by being slightly further away from the mic, not having the mic directly in front of your mouth but rather to the side, or using a pop filter. Best of luck!
with both my Dps mains having a messed up 1st person cam while crouched (Mei & Echo) this explains a few interactions I've had in game. It's rare but if you're the type to use your crouch button to hide from say a DVa bomb then you sometimes get surprised when you die for no reason because the game made you think your character has no line of sight to the damage source and vice versa.
the tracer camera does actually matter, because that means the tracer can corner peak alot easier from left to right than right to left because its harder to see them, theres been times ive died to a tracer because im trying to get away and go behind a doorway and wait for her to push to try and kill them while theyre chasing but they corner peak and shoot me before i can even see them, this is very useful to know now on which side to hide on so she doesnt have the advantage
And it’s easier to stick someone with pulse bomb if he’s on one side of your crosshair than the other side (I think if he’s right side it’s easier but can’t confirm , saw that on a kabaji vid but never knew it was because of the off center first person view)
Bullets originating from your camera instead of closer to your weapon has always been apparent to me since I play a lot of Reaper and Hog. Often times you are point blank staring directly at someone but because the bullets come from your face and not your gun, the spread has more time/range to kick in and thus not get an instakill/the damage you were expecting. Pretty annoying sometimes.
Oooo I’m so glad TH-cam recommended this channel. Over in tf2 we have a channel that does exactly this kind of content and it is my favorite. I love having this precise and in-depth kind of knowledge. :D
Hi guys, for anyone here that's new to Overwatch and wants to improve on the most important skill in the game, pre-game basketball, here's my comprehensive guide. Line up: Position the basketball at the center of your characters body, directly in line with the hoop. Now, aim directly at the center of the solid ring. A big mistake people make here is crouching. Do. Not. Crouch. This part is consistent with every character. Step two: Depending on the camera height of your character, the smaller/taller you are, the further you will need to bring down (or move up) the cross-hair. I personally recommend using a dot cross-hair so that you get a good idea of the center of your screen. A good beginner character to practice with is Roadhog. With Roady you need to adjust your cross-hair downwards slightly, just to the point where you're aiming at the net directly underneath the solid ring. To put it simply, the solid ring should be resting on the top of the center dot of your cross-hair. With this in mind, taller characters like Orissa will need to aim slightly higher, and shorter characters will need to aim lower and lower lower their camera height is. It will take practice but soon enough you'll know exactly where to position your cross-hair with every character. Always remember that if you get the basketball in before the countdown ends, you increase your win-rate by almost 15%! With this guide in mind you're almost ready to join the Overwatch NBA. All you need is a bit of practice, NOW GO SHOOT SOME HOOPS!
I just wanna say that aside from this being such a high quality video, I ADORE the use of Kirby 64: The Crystal Shards music. It makes this video so much more enjoyable and fits so well with your narration.
@@FirebladeXXL exactly. but additionally from an animator's point of view, i would tweak some of the models to allow a more accurate crouch pose as well.
if people are confused to why some cameras are so far back, the camera is the centre of the characters 'pill'. the pill is a player volume used for map collisions and is the root for controls and motion, world position etc. (this is not the one used for hit registration, although it can be for specific interactions though I cannot say for sure what special interactions use the pill as a hitbox (possibly earthshatter)). The pill shape allowing smooth sliding when hitting irregular surfaces instead of clipping and gettign stuck. Anyway that pill tends to have the players feet alligned with the centre of the pill as it is where the characters root is for the skeleton and all corresponding animations sync perfectly when performing actions. That also means the camera is perfectly alligned with the pills vertical crosssection to allow the camera to remain perfectly centered while looking around (having the camera offset forwards or backwards would cause it to swing with movement which can be jarring and bad to control). So any characters that contain a form of lean, hunch etc end up with cameras wayyy off their actual head space. In the end it doesnt matter as the player sees a seperate model to the 3rd person model (i believe reffered to as 'Viewport Model' and 'Map Model' respectively.
You also have to take into consideration that projectiles can actually hit you through walls, if you're standing right at a corner; only the center of projectiles can collide with walls, while the full projectile can hit heroes. So yeah - there are quite some moments where you can actually get shot through cover.
The opening, about attacks spawning from your camera, confused me because I was sure I'd sent things into walls while my crosshair was clear so I did some more testing Hitscan will always draw from the cursor, but projectiles- it depends. Ashe dynamite (thrown from her left hand) can be obstructed by a wall to the left of your cursor. Orisa Javelin (also left hand) actually isn't obstructed by left walls, but rather draws the trajectory from her right hand (super weird) Dvas rockets both left and right draw from the center and aren't obstructed Things that have intended interactions with walls seem to be obstructed easier, all of junkrats abilities, sigma main fire and rock.
Peak Advantage (ie your head critbox is less exposed when you peak) Unlisted heroes have a neutral position for their head critbox, no advantage on either side. Leftside Cover Zarya (5:11 ) Genji (5:53) Junkrat (6:05) Mei (6:12) Torbjorn (6:47) Tracer (6:53) Mercy (Crouching Only) (7:33) Moira (7:36)
You can use the value “eye position” in the workshop to get the exact position of the first-person camera. The height can be calculated by either subtracting the player’s actual position from the eye position, or from simply standing at a surface at y-level 0, such as on the workshop maps
Id love to see an updated version of this video with the new heroes, but also visualizing some more pretty important details like character model movements during other animations like shooting and ads. Im pretty sure that zen for example has his head move down to around the center of his hitbox when firing his secondary.
super informative, personally I think those few pixels of peak advantage can absolutely make a difference, wondering if the camera placements are all the same in OW2
It's good to remember that while crouched to solve the issue of your head sticking out you can look down and hide your head. This may not allow you to peek but it helps with hiding.
It seems like the camera heights tend to line up with where the weapon is aimed in firing stance (as opposed to idle stance, as you're showing), and the reason that characters like Mei reveal more of their body than it appears to them is because she and the others like her don't aim down sights with their weapons. The ones who actually ADS tend to have a higher crouched camera placement than those who don't. Which makes me think THIS is the way they coded map-geometry based projectile blocking into the game. Rather than having the bullet fire from the weapon directly, the bullet fires from the camera, which is placed (roughly) near their weapon in firing stance. Thank you for attending my TEDTalk.
I don’t play OW anymore but you earned a subscriber. Very detailed and nice representation. Maybe you could go out of OW and maybe talk about how different collision box is from view model on various games, like CS:GO, Valorant… and maybe OW?
This is very true. I usually play reinhardt, and I can snipe people with the firestrike. The problem is when I play a character of a different height, my aim is wildly off because of the huge perspective change
D.ca ca. Crouch lower as an added defense while zero suit. Doomfist has a higher crouch because his gauntlet is massive, preventing us shoulder from lowering, realistically would cause issues with balance and agility which is his build
Weird, just about every hero that has the camera perfectly placed like Brig, I'm good at, and every hero with offset cameras I'm bad at. The only exception being Widow, I just suck with her no matter where that camera is at.
This means its very possible to use corners to your advatage when fighting. You are able to attack wtihout exposing any part of your head, due the camera being offset to your head. If the camera is entirely to the left of your head, you can peek around the left side of a wall, see everything and even shoot at a head, without exposing your own.
I appreciate that, since torb has a height of 1, all heroes' heights are easily measured and expressed as number of torbs
He is THE unit of measurement
Today I learned I am 1.77 Torbjörns tall.
Petition to have the standard unit of measurement changed from meters to Torbs
Actually the 1 doesn't matter. You could represent any unit as a torb even if he was 1.293288382829 height. That's the whole point of using units. The 1 just makes it easier because the result of the division (division by the height of torb which is 1) is easier to calculate.
Yeah league of legends does the same thing. The smallest character is named Teemo so he's used to calculate distances
All I'm gonna say is that half of the heroes feel like MASSIVE sitting ducks when crouched.
All the tanks
and then theres Ana who seem to be able to almost complete hide while still having vision xD
Junkrat has no such qualms, this is the power of being a living Joker moment.
@@Nikolas5842 lucio too, you feel so tiny crouching but still really obvious behind basically all cover
Baptiste has a really bad one too, I think thats more to make it feel like he's charging up his jump
This is some of the highest quality OW content I've ever seen. Camera heights are not something I've ever seen talked about, and the ones that don't accurately line up with the character model's actual eye-levels, either horizontally or vertically, could lead to issues that I'd never thought possible with OW. Great video :)
nut and bolt
True
SkylineOW talked about these things in 2016, as part of his grind to GM series.
This video is still great though.
now i have another excuse to make when i lose a fight :)
I do overwatch workshop coding, genji's camera is probably the worst, his camera is far back from his face, if you disable first person, you can actually see genjis neck in the camera view
Junkrat's camera at 6:06 looks even worse somehow with regards to the camera being behind their head. Mei and Echo crouching are probably the most egregious ones that affect gameplay like not knowing how exposed your character is while crouching behind cover.
hopefully this is a good excuse fir why I lose people in my FOV when I ult as Genji.
Teach me your ways please
Echo bruh
@@Nickwilde7755 be a nerd
“Two torbjorns in a trench coat can almost impersonate a sigma” UNTRUE! Torbjorn is a sigma regardless of his height!
Tobjorn the toddler
Torbler*
I think if he was hovering like sigma he’d easily be taller
@@gunnerdown *Insert T-pose meme here*
@@gunnerdown I can only envision torbjorn orbiting around sigma, panic-stricken as he hopelessly fidgets about while slowly rotating similarly to Earth around the Sun.
Finally somebody talks about Tracer's viewpoint !!!! The only moment the first person view aligns with her real headshot hitbox is when she reloads. If you have a widowmaker pointing your head as close range you'll see that her barrel isn't even in front of you, and when you reload then it's on your head
Really weird actually, I would like them to fix this kind of stuff on OW2 along with the quirks of the objectives limits that are present on some maps
Great channel btw, TH-cam algorithm can sometimes do miracles, keep up the great work you're the best
I would assume they started every hero with the camera on their face, then adjusted it until it "feels right"
I think part of the problem is that many heroes lean/are turned to the side even when they're facing directly forward. Having the camera be dead center on their head would lead to you as the player feeling off-centered all the time. Tracer is a great example, even when facing perfectly forward her character model is actually turned left.
@@jessicastjames6202 I don't think that'd actually be a problem. The first person models aren't the same as the models other characters see in game*, so they could just line up the first person camera with the actual third person head, and have the first person model aligned with that. Whether the third person model is leaning or in an awkward pose doesn't really matter at that point.
*For two easy examples, look at Genji and Hanzo. When Genji deflects, he simply holds his sword still in front of him in first person, but in third person his model is swinging it wildly even if nothing's hitting it. He also does flips while double jumping in third person, but in first person he simply jumps straight up twice. For Hanzo in third person he fires his bow like a normal person, in first person he fires it horizontally.
@@PunkZombie1300 A year late but yeah, I completely agree with that. I feel like it's just a quirk/mistake. I don't see any real reason for it to be like that, I feel like it could actually be a disadvantage but in practice I guess it doesn't make any real difference. We'll probably never have an answer about why it is like that
bastion in sentry is a really useful one to know, as there are places where you can shoot the enemy and they can hardly see you. Junkertown 3rd point defence is a good one. there's a window on the left that you can shoot over
Same with a rock on the left of Hanamura A Defense
@@fizzlock Alas, that spot won’t be useful for much longer.
@@ClaraBennett I mean, fair, but it still deletes people for now. Hanamura won't really be a thing come October
Dva’s camera gets a little lower when she crouches because she gets down on one knee. And Doomfist can’t get much lower because he’s already stands with a crouched stance, like a martial artist.
What about the various 3rd person angles like Rein's shield, Ball, Doom ult etc. Is it possible to test deployables like the turrets and BOB?
I tried testing Bob but the workshop would not reveal his eye position when I tried. Third person cameras don't change the first person camera (except for Doom's ult, which changes his camera height to 1.00m) so I couldn't measure those either.
The turret's POV is where the laser comes out I assume.
Also the camera angles of 3rd person angles are not very relevent as none of thier abilities are hitscan.
Imagine having a shield and therefor a 3rd person camera giving you even more possible camera positions.
Like I honestly love the ability to look around corners as Brig.
Also damn her first person cam is actually on her eyeballs at all times rather then on her chin, chest or even belly with some of these characters.
High quality content, I appreciate the attention to detail. Just a friendly advice to help you bring the quality that little bit higher - there's some noticable popping from the mic. You can alleviate it by being slightly further away from the mic, not having the mic directly in front of your mouth but rather to the side, or using a pop filter. Best of luck!
Oh wow, I didn't even notice any popping, and usually I'm super sensitive to sounds like that. You must have a really sharp ear!
criminally high quality for criminally low viewcount and subcount. instant subscribe. please keep on going, buddy! this is incredible ::)
This is absolutely amazingly done, keep it up!
with both my Dps mains having a messed up 1st person cam while crouched (Mei & Echo) this explains a few interactions I've had in game. It's rare but if you're the type to use your crouch button to hide from say a DVa bomb then you sometimes get surprised when you die for no reason because the game made you think your character has no line of sight to the damage source and vice versa.
I've never even played Overwatch, but this is the third video of yours I watch
They're so well done and incredibly insightful
this channel is a hidden gem
"Tracer can hid-" that character doesn't need to hide she's just annoyingly goes from your right to your left
the tracer camera does actually matter, because that means the tracer can corner peak alot easier from left to right than right to left because its harder to see them, theres been times ive died to a tracer because im trying to get away and go behind a doorway and wait for her to push to try and kill them while theyre chasing but they corner peak and shoot me before i can even see them, this is very useful to know now on which side to hide on so she doesnt have the advantage
And it’s easier to stick someone with pulse bomb if he’s on one side of your crosshair than the other side (I think if he’s right side it’s easier but can’t confirm , saw that on a kabaji vid but never knew it was because of the off center first person view)
@@nicoow2493 yeah you want your pulse target to be a bit to your right
One of THE BEST OW channels ever to exist on TH-cam. Love your stuff man, keep it coming!
This is a very high quality production. I expect it to get way more views, or at least hope so. It would be extremely deserved
Why the camera is not positioned at eye level on every character is beyond me.
The camera needs to be at gun level, not head level. Even tho it’s an FPS…
Bullets originating from your camera instead of closer to your weapon has always been apparent to me since I play a lot of Reaper and Hog. Often times you are point blank staring directly at someone but because the bullets come from your face and not your gun, the spread has more time/range to kick in and thus not get an instakill/the damage you were expecting. Pretty annoying sometimes.
Oooo I’m so glad TH-cam recommended this channel. Over in tf2 we have a channel that does exactly this kind of content and it is my favorite. I love having this precise and in-depth kind of knowledge. :D
The ow shounic lol
Shounic rocks
And this guy does too
Incredibly good video, instant subscribe! Echo's camera position looks so bugged...
Someone making original high quality videos on Overwatch, the new king
Glad you were able to find a video idea that was pleased by the TH-cam algorithm. Your OW content deserves to reach many many people
Hi guys, for anyone here that's new to Overwatch and wants to improve on the most important skill in the game, pre-game basketball, here's my comprehensive guide.
Line up: Position the basketball at the center of your characters body, directly in line with the hoop. Now, aim directly at the center of the solid ring. A big mistake people make here is crouching. Do. Not. Crouch. This part is consistent with every character.
Step two: Depending on the camera height of your character, the smaller/taller you are, the further you will need to bring down (or move up) the cross-hair. I personally recommend using a dot cross-hair so that you get a good idea of the center of your screen.
A good beginner character to practice with is Roadhog. With Roady you need to adjust your cross-hair downwards slightly, just to the point where you're aiming at the net directly underneath the solid ring. To put it simply, the solid ring should be resting on the top of the center dot of your cross-hair.
With this in mind, taller characters like Orissa will need to aim slightly higher, and shorter characters will need to aim lower and lower lower their camera height is. It will take practice but soon enough you'll know exactly where to position your cross-hair with every character.
Always remember that if you get the basketball in before the countdown ends, you increase your win-rate by almost 15%!
With this guide in mind you're almost ready to join the Overwatch NBA.
All you need is a bit of practice, NOW GO SHOOT SOME HOOPS!
I just wanna say that aside from this being such a high quality video, I ADORE the use of Kirby 64: The Crystal Shards music. It makes this video so much more enjoyable and fits so well with your narration.
Nice and very informative video dude! Super high quality as well.
This goes along well with the video "The Slightly Odd Way Bullets Work In FPS Games" by Garbaj.
Also, rip left ankle at 7:32
Well now I'm keen to peek a widow as ana without getting headshot
I hope this channel blows up, the
content quality is over the roof
This is rediculously well done. So... well done mate :) Keep it up. Can't wait to see what you're gonna post next!
This is that 3am content I’ve been looking for
The fact you consistently pick music from Kirby 64 makes me wanna high five u
Your choice of Crystal Shards music is giving me such an insane Nostalgia trip.
Honestly, The content is so good. Lucky I found you!
One of the best videos i've ever seen about Overwatch. Amazing work dude :O
0:16 That "Hey!" really made me laugh for some reason
@@Zenyx64 HAHAHA HAHAHAHA 😭😭😭😭. OH GOSH
That's why Sigma seems so slow. That and he doesn't have view bobbing
where were you hiding? where was this channel all this time man! so informative
You deserve way more subscribers with this amount of quality. Liked the video, very insightful and informative
This content is extremely well made, this channel gunna blow up
seems like on the models with thicker legs, the heads are more exposed when crouching, because the models cant kneel or squat too much
id rather have them sacrafice crouching optics in favor of a more accurate crouch in ow2.
@@FirebladeXXL exactly. but additionally from an animator's point of view, i would tweak some of the models to allow a more accurate crouch pose as well.
2:22 Perfect visualization
Should maybe add it in the description as a chapter
Awesome video! Enjoyed the informative vid and epic editing.
Well that would explain why crouching behind cover does nothing to help me survive a fight.
Came for the content, stayed for the voice.
This is the most normal thing the OW models have been used for in animations
I discovered that Ingame, if the placement of his weapon is to be trusted, Rammatra looks out of the center of his chest 🤭
if people are confused to why some cameras are so far back, the camera is the centre of the characters 'pill'. the pill is a player volume used for map collisions and is the root for controls and motion, world position etc. (this is not the one used for hit registration, although it can be for specific interactions though I cannot say for sure what special interactions use the pill as a hitbox (possibly earthshatter)). The pill shape allowing smooth sliding when hitting irregular surfaces instead of clipping and gettign stuck. Anyway that pill tends to have the players feet alligned with the centre of the pill as it is where the characters root is for the skeleton and all corresponding animations sync perfectly when performing actions. That also means the camera is perfectly alligned with the pills vertical crosssection to allow the camera to remain perfectly centered while looking around (having the camera offset forwards or backwards would cause it to swing with movement which can be jarring and bad to control). So any characters that contain a form of lean, hunch etc end up with cameras wayyy off their actual head space. In the end it doesnt matter as the player sees a seperate model to the 3rd person model (i believe reffered to as 'Viewport Model' and 'Map Model' respectively.
The Kirby 64 music, what a fine taste 😌
Dude we're 6 years into this game and you're the first one i've seen talk about this.
So is this why overwatch has so many "I Could've sworn I was behind the corner, how did he shoot me" moments
You also have to take into consideration that projectiles can actually hit you through walls, if you're standing right at a corner; only the center of projectiles can collide with walls, while the full projectile can hit heroes. So yeah - there are quite some moments where you can actually get shot through cover.
Well now I’m peaking with Winston only on the right side of a doorway
4:33
Just realized D.va's left leg when crouching must hurt a LOT.
SOMEBODY GET HER TO A HOSPITAL! A FOOT SHOULD NOT BEND THAT WAY
I always find it funny with how short genji is
The opening, about attacks spawning from your camera, confused me because I was sure I'd sent things into walls while my crosshair was clear so I did some more testing
Hitscan will always draw from the cursor, but projectiles- it depends. Ashe dynamite (thrown from her left hand) can be obstructed by a wall to the left of your cursor. Orisa Javelin (also left hand) actually isn't obstructed by left walls, but rather draws the trajectory from her right hand (super weird)
Dvas rockets both left and right draw from the center and aren't obstructed
Things that have intended interactions with walls seem to be obstructed easier, all of junkrats abilities, sigma main fire and rock.
This was the first video that I discovered Marblr with.
Someone reply to me when this video reaches 1 million, I wanna celebrate.
Peak Advantage (ie your head critbox is less exposed when you peak)
Unlisted heroes have a neutral position for their head critbox, no advantage on either side.
Leftside Cover
Zarya (5:11 )
Genji (5:53)
Junkrat (6:05)
Mei (6:12)
Torbjorn (6:47)
Tracer (6:53)
Mercy (Crouching Only) (7:33)
Moira (7:36)
Rightside Cover
Reinhardt (4:41)
Roadhog (4:48)
Sigma (4:54)
Winston (4:59)
Ashe (5:17)
Bastion (Recon Only) (5:23)
Cassidy (Crouching Only) (5:38)
Doomfist (5:41)
Hanzo (5:59)
Pharah (6:18)
Soldier (Crouching Only) (6:32)
Ana (7:05)
Baptiste (7:11)
Lucio (7:24)
Woah this is pretty cool! kinda wierd how i haven't noticed it with the instances with a huge difference like Winston's primal
this is why I bought the game the idea of a game where different players are at different heights was just so crazy to younger me
"Two torbjorns stacked on top of each other in a trenchcoat" Made me laugh,like it
Im also curious how did you measure camera heights?
You can use the value “eye position” in the workshop to get the exact position of the first-person camera. The height can be calculated by either subtracting the player’s actual position from the eye position, or from simply standing at a surface at y-level 0, such as on the workshop maps
1:27
"2 torb in a trench coat, can never be sigma" sould be a saying by now.
Id love to see an updated version of this video with the new heroes, but also visualizing some more pretty important details like character model movements during other animations like shooting and ads. Im pretty sure that zen for example has his head move down to around the center of his hitbox when firing his secondary.
Wow, the crouched camera for Reinhardt is very deceptive. Guess I know why I've been getting domed behind "cover" for 6 years.
It appears the better posture they have the more accurate the camera is
Makes sense that soldier and reaper are almost perfect in camera height and symmetry
Here before this channel blows up, also very interesting video topics so far.
i have never even thought about that... god that explains so much
The hero height arpeggio was super satisfying.
I appreciate Junkrat’s camera being centered
man's making the greatest content
oh boy you have my sub! that's some next level OW content and I love it!
Lol that's good to know that crouching Ana can peek a corner without showing her head :D
thank you
I like how Junkrat is one of the tallest Overwatch characters but his camera height is short. I get it's because of his posture but it's still ironic.
This is great stuff man it’s like asumsaus for ow.
This is very informative, hope u can do more informative vids on the new OW2
Now I know why I rage like this: „DUDE I WAS LITERALLY BEHIND A WALL HOW DID YOU HIT ME??“ in fact my model was not, jus my camera 🚶♀️
super informative, personally I think those few pixels of peak advantage can absolutely make a difference, wondering if the camera placements are all the same in OW2
Bastions got a very accurate camera placement
Even though it's almost 100% unintentional, i guess it's cool that ana's camera is more to the left
It's good to remember that while crouched to solve the issue of your head sticking out you can look down and hide your head. This may not allow you to peek but it helps with hiding.
Your videos remind me alot of shounics videos he does in tf2. amazing stuff as always!
It seems like the camera heights tend to line up with where the weapon is aimed in firing stance (as opposed to idle stance, as you're showing), and the reason that characters like Mei reveal more of their body than it appears to them is because she and the others like her don't aim down sights with their weapons. The ones who actually ADS tend to have a higher crouched camera placement than those who don't. Which makes me think THIS is the way they coded map-geometry based projectile blocking into the game. Rather than having the bullet fire from the weapon directly, the bullet fires from the camera, which is placed (roughly) near their weapon in firing stance. Thank you for attending my TEDTalk.
I don’t play OW anymore but you earned a subscriber. Very detailed and nice representation. Maybe you could go out of OW and maybe talk about how different collision box is from view model on various games, like CS:GO, Valorant… and maybe OW?
Really informative. Nice Job.
1:15 caught me off guard 😭
What I see is that a crouched Ana behind a Barrel is just invincible
How high should the quality of the video be?
Marblr: yes!
This is very true. I usually play reinhardt, and I can snipe people with the firestrike. The problem is when I play a character of a different height, my aim is wildly off because of the huge perspective change
As an ana main, this is very good to know. I've been peaking from the "wrong side" a lot.
i find it funny how most of the overwatch heros are below average height
I knew it wasn’t just me that genji's camera is insanely low
D.ca ca. Crouch lower as an added defense while zero suit.
Doomfist has a higher crouch because his gauntlet is massive, preventing us shoulder from lowering, realistically would cause issues with balance and agility which is his build
Good vid.
So basicaly, only 10 heroes have consistent camera height when standing straigh and when crouching
Weird, just about every hero that has the camera perfectly placed like Brig, I'm good at, and every hero with offset cameras I'm bad at. The only exception being Widow, I just suck with her no matter where that camera is at.
Shoulder peeking against Widowmaker to bait a shot this is huge
This means its very possible to use corners to your advatage when fighting. You are able to attack wtihout exposing any part of your head, due the camera being offset to your head. If the camera is entirely to the left of your head, you can peek around the left side of a wall, see everything and even shoot at a head, without exposing your own.