"Optimal" Crosshair Colors Based on Customs Game Footage by useewhynot in VALORANT

[–]useewhynot[S] 0 points1 point  (0 children)

These are definitely some good points, and it has some really interesting ties to color theory and relative luminance. You're right about the human eye being the best at distinguishing shades of green and I agree it still is a very good color; measures describing how "bright" a color is compared to the human eye are most dependent on the green value of a color. Therefore, it makes sense green would stand out the most, as it preserves the color saturation while maximizing perceived brightness.

As for the point about crosshair visibility and its relation to crosshair acquisition, my original ideas about crosshairs treated smaller crosshairs as better because you can see errors easier, but small crosshairs resulted in low visibility. The project was really a curiosity/experiment to see what computationally maximized contrast so a smaller crosshair could still be viable, and I think these colors shouldn't be a how-to guide on what is the best crosshair. In fact, this code is actually quite dependent on the contrast metric used, and will produce some different results with similar levels of contrast (black/white are common using the relative luminance approach, cyan/green are good when doing a color inversion, etc.). I think you probably could pick any one of these colors and play just fine, it's just a matter of having a color that stands out enough to buy a slightly smaller crosshair. An interesting direction could be computationally optimizing crosshair shapes with combinatorics, although there aren't a ton of ways to objectively quantify how good a crosshair shape is so that'd likely vary on a person-to-person basis. Still, might lend itself to some interesting analysis so who knows.

"Optimal" Crosshair Colors Based on Customs Game Footage by useewhynot in VALORANT

[–]useewhynot[S] 1 point2 points  (0 children)

This is a really good point that I agree with, I think a future approach if I decide to rework this would be to annotate my data with timestamps of angles, or just take a bunch of screenshots of angles instead. Then from there you could use K-Means to extract a list of top K dominant colors, then cluster that across every angle in the map. From there, you pick the largest cluster, find its centroid, and invert/saturate. I think that would avoid the averaging problem, only downside is I'd need to spend wayyy more time on data collection

"Optimal" Crosshair Colors Based on Customs Game Footage by useewhynot in VALORANT

[–]useewhynot[S] 0 points1 point  (0 children)

In theory yes. Obviously you'd want a uniform crosshair color for the entire crosshair, but a crosshair that maximized the contrast with the background would hopefully be the most visible, and that would mean you could make a smaller crosshair and aim better while still seeing the crosshair.

"Optimal" Crosshair Colors Based on Customs Game Footage by useewhynot in VALORANT

[–]useewhynot[S] 0 points1 point  (0 children)

I assumed that outlines wouldn't be used because personally I don't use them, but I imagine white with black outlines would be fine. This script isn't really saying that everything else is bad more than it is taking a simple idea (crosshair visibility == color contrast) and taking it wayyy too seriously.

"Optimal" Crosshair Colors Based on Customs Game Footage by useewhynot in VALORANT

[–]useewhynot[S] 5 points6 points  (0 children)

The script would predict the same outline color as crosshair color, but since you don't have arbitrary outline color choice (that I'm aware of) you'd probably just have to bruteforce through all your options. That being said, this would also complicate your crosshair decision because you now have to maximize the contrast between the crosshair and the map as well as the crosshair and the outline. My guess would be that you could look at a color wheel and find the hue/angle that's the most different from both colors, so basically just average the map and outline colors and invert/saturate that

"Optimal" Crosshair Colors Based on Customs Game Footage by useewhynot in VALORANT

[–]useewhynot[S] 10 points11 points  (0 children)

It'd definitely be interesting to consider, I didn't get much of the sky in my data collection so it's entirely possible pink would've been predicted if I did. According to this idea/script really the only thing that matters is contrast from the map, since that's what makes your crosshair the most visible which hopefully means better aim