This page uses separate editorial thresholds for each generation. Historical v1: length at or below 2.5. Current v3: arm length at or below 10 pixels at a 720p reference height, or Dot Only thickness at or below 4 pixels. Current circles are excluded because arm length does not measure their footprint. Gap and color are unrestricted; small does not automatically mean thin or pure dot. These thresholds are browsing rules, not a conversion formula. Historical v1 originals remain unchanged and may be rejected by the current client. Only legacy static style 4 supports conversion: click Copy beside the crosshair, select your game resolution in the dialog, review the previews and warnings, then copy the compatible code; unsupported codes keep their originals. Choose a supported current v3 code for import or editing; a recently tracked record can still contain an older format.
The actual tradeoff
- Smaller arms preserve more distant target detail.
- Muzzle flash, utility, and fast turns can make the center harder to recover.
- Color, thickness, and outline can restore visibility, but too much weight cancels the low-coverage advantage.
Choose one supported v3 code near the current-generation medians and another with similar size but different color or thickness. That comparison reveals whether the issue is size or contrast.
Signs it is too small
- You actively search for the crosshair after entering a dark or busy scene.
- Your eyes track the next target but lose the center during a transfer.
- You keep adding thickness and outline until it covers as much as a regular crosshair.
A slightly larger center you can always find is more useful than a theoretically precise shape that regularly disappears.