Overwatch

Overwatch Dev Tracker




09 Nov

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Performance on all platforms is super important to us. We’ve fixed a few common client crashes, and did a lot of work on performance in the patches. We will keep this effort up, and appreciate all feedback! It really helps us know where to focus.

Cheers!!!


08 Nov

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Season 19 of Competitive Play is here, introducing map pools to the Competitive playlist.

Unlocked at level 25, Competitive Play is designed for those players who want to put their skills to the test, and offers a more serious experience than our Quick Play or Arcade Modes.

GETTING STARTED
Before you can kick off your competitive career, every player will be required to complete five placement matches in a selected role to obtain their seasonal skill rating for that role. Players will earn separate skill ratings (SR) for each role in Competitive Play, for a total of three distinct SRs. This rating will be a number between 1 and 5000, with higher values indicating a greater skill level. Players will also be assigned a tier per role based on their rating—Bronze, Silver, Gold, Platinum, Diamond, Master, or Grandmaster – and climbing into the next tier is possible as you improve.

Skill ratings and tier icons will be visible at the beginning of ...

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07 Nov

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An update with some clarifications and answers to common questions I’ve seen:

Commands and logic still happen on tick boundaries, but for shots that were triggered between tick boundaries we re-position the game state to that sub-tick frame of reference for hit detection (for example, if you fired 8ms before a tick boundary, we rewind both yourself and others backwards in time by an extra 8ms so that everything lines up w/ that point in time).

We do update the players most up to date view/aim direction every rendered frame, but this is cosmetic only relative to the logic update rate.

Client framerate doesn’t matter for the server, since we never send more than one input per tick to the server.

It’s not an interpolation between end of tick inputs, we’re actually using where you’re aiming when you click.

As has been noted by others, this is only affected by the polling rate of the mouse hardware, the DPI and sensitivity don’t matter. The system is ...

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A new hotfix is now live on Windows PC. Read below to learn more about the latest changes.

To share your feedback, please post in the General Discussion forum
For a list of known issues, visit our Bug Report forum.
For troubleshooting assistance, visit our ...

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06 Nov

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This can happen when Battle.net is having issues. If it didn’t resolve please hit up our customer service. Sorry for the hassle.

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No max. Loot boxes are generated when you acquire them, so that counter is just looking at ones with a flag that says you haven’t “opened” it yet.

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None of it was transferred. Early Overwatch also had ability trees, but that system wasn’t carried over either.

Cheers!

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Hey there we’re looking at a client only patch to turn down this sound, but even if we’re not able to get that out the Overwatch 2 notification is only up for a week. Cheers

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Hey there this is a bug. We have a fix in test but no eta on that patch. Sorry for the hassle.


05 Nov

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    CaLee on Forums - Thread - Direct

Patch 1.42 Known Issues

Disclaimer: This is not a complete list of all currently tracked issues affecting this build of Overwatch, rather this is a targeted list of some known specific issues with this release.


HEROES

Brigitte

  • Shield Bash does slightly less damage when impacting an enemy that has regenerated shield health.

Doomfist

  • Somtimes the sound effect for Rising Uppercut does not play.
  • There is a circle around his crosshair that persists through changing your reticle.

Other

  • All players lose Gyro control for a couple seconds when D.Va is ejecting from her MEKA.
  • Toggle Crouch works inconsistently when Enable High Precision Mouse Input is enabled.

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Hi everyone! I’m Derek, a gameplay engineer on Overwatch and wanted to run through this new feature in version 1.42, and exactly what it does and how it works.

First, a quick summary on how aiming and shooting happens in Overwatch. Overwatch simulates (or ticks) every 16 milliseconds, or at 62.5Hz. Each tick, we update the players aiming direction based on whatever raw inputs we’ve received from the mouse hardware since the previous tick. If the player has pressed primary fire, we then launch their shot in that direction (assuming they are alive, have ammo, aren’t in the middle of some other action, etc.)

Despite this being a conventional way of handling mouse input in a first-person shooter, we wanted to do better. Many gaming mice these days support 500Hz, 1000Hz or even more in terms of polling rates. At 1000Hz, this means the mouse movement done between game ticks can be done by as many as 16 discrete mouse movements delivered from the hardware. An example here may...

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At BlizzCon 2019, we presented a first look at the sequel to Overwatch. With improved visuals, technology, and immersive storytelling, Overwatch 2 is set to build upon the foundation created by the original game and bring the world and its heroes to life like never before. Senior Art Director Bill Petras, Assistant Art Director Arnold Tsang, and Technical Director John Lafleur were on stage to share insight about the team’s work.  

The development team set out to evolve the artistic style of the original game for Overwatch 2 with a number of goals in mind: update hero vis...

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04 Nov

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Originally posted by hadriker

I think they can drop Tuesdays or Thursdays these days. It sea those are just their 2 windows for ptr patches at this point in time.

For what it’s worth live game and PTR updates could happen on any day. We like Tuesday for live game because we could react more easily if there’s a catastrophic bug found.

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Hey there our top crash on the Nintendo Switch platform is due to running out of video memory in certain circumstances. We have a patch that will be out tomorrow that helps reduce the chance this will occur.

Sorry for the hassle, we’re going to keep working hard to fix any issues we see.

Edit: fixed typo

Thanks for helping us test the game! We are now concluding the 1.42 Public Test.

The Public Test Region will not be accessible until we update it with new content in the future. As usual, we will leave the PTR Forums active so you can continue to provide any additional feedback and bug reports.

Thank you for participating and we hope you’ve enjoyed what we’ve shared at BlizzCon!

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clarification:

patch goes LIVE this week (map rotation, no HLC or Paris in comp -- still in quick play)... PTR is likely next week