# Scan Zone Research

Research snapshot: July 7, 2026.

GGSight is screen-only. These targets are places where gamer tags are visibly rendered to the player. The scanner should not infer hidden names, bypass privacy settings, read memory, inspect packets, or use game automation.

## Scan Priority

1. Static rosters and scoreboards: best for OCR because names hold still and repeat.
2. Lobby, loading, and team panels: strong name source before a match starts.
3. Kill feeds and message feeds: useful but should use multi-frame OCR because names are transient.
4. Spectating, eliminated-by, death recap, and replay banners: high-value context after a fight.
5. Moving nameplates: lowest priority because text moves, scales, and overlaps gameplay.

## Region Hints

Use user-drawn rectangles and save them per game/profile/resolution. These are starting hints for 16:9 layouts, not hard-coded guarantees.

| Region family | Typical screen area | OCR notes |
| --- | --- | --- |
| Left feed | Left rail or lower-left quadrant | Common for Fortnite social/message feed and some feed layouts. |
| Feed corner | Lower-left or top-right corner | Game/version dependent. Capture a tight feed box, not the whole HUD. |
| Scoreboard | Center 70 percent width, middle 70 percent height | Best static target. Trigger manually or scan when visible. |
| Team/squad panel | Left or center-left vertical list | Good for teammates and party panels. |
| Spectating/death banner | Center-bottom or upper-center banner | Good for "killed by", "spectating", and death recap names. |
| End-match screen | Center and right panels | Useful for repeat players and post-match lookup. |

## Fortnite

| Zone | Where names appear | Priority | Notes |
| --- | --- | --- | --- |
| `bus_driver_feed` | Social/message feed on the left side when players thank the bus driver | High | Strong early-match source. Push Square describes the bus-driver confirmation appearing in the left social feed. |
| `kill_feed` | Battle Royale message feed during eliminations | High | Multi-frame OCR needed because lines expire. |
| `knock_feed` | Battle Royale message feed during knocks | High | Parse both attacker and victim when visible. |
| `party_panel` | Party or squad panel | Medium | Reliable for team names before/in match. |
| `team_roster` | Team list in squad/team modes | Medium | Best when the list is static. |
| `social_panel` | Social panel and visible friend/squad list | Medium | Use only visible text. |
| `spectating_name` | Spectating banner after elimination | Medium | Useful for who eliminated the player or who is being watched. |
| `eliminated_by_banner` | Death/elimination banner | Medium | High intent signal, but short display time. |
| `reboot_card_banner` | Reboot card and teammate status UI | Low | Mostly teammates, but useful for repeat encounter history. |
| `ranked_leaderboard` | Ranked leaderboard rows | Medium | Handles special fonts and confusables; verify with multi-frame comparison. |
| `end_match_screen` | Match summary and post-match panels | Medium | Good post-match confirmation. |

Caveats: Epic supports display-name privacy options for stream sniping mitigation, including hiding the player's display name and hiding other display names on stream. If the game renders anonymous or hidden labels, GGSight should treat them as hidden and not try to guess.

## Call Of Duty / Warzone

| Zone | Where names appear | Priority | Notes |
| --- | --- | --- | --- |
| `pregame_lobby` | Lobby player list before the match | High | One of the best places to collect stable names. |
| `party_roster` | Party list | High | Useful for teammates and parties. |
| `team_roster` | Team or squad roster | High | Better than feeds because names persist. |
| `kill_feed` | HUD kill feed | High | The Call of Duty killfeed has historically shown killer, weapon, and victim names; location varies by title/mode. |
| `elimination_banner` | On-screen elimination confirmation | Medium | Short-lived but high confidence when readable. |
| `deathcam_killed_by` | Killcam/deathcam "killed by" banner | High | Very useful for the player who eliminated the user. |
| `spectating_banner` | Spectating UI after death | Medium | Names may persist while spectating. |
| `scoreboard` | In-match scoreboard | High | Best static target for COD. |
| `post_match_scoreboard` | End-of-match scoreboard | High | Strong post-match target for repeat encounter records. |
| `recent_squad_panel` | Recent squad/social panel | Medium | Good for Warzone squad context. |
| `end_match_summary` | Match summary and progression screens | Medium | Use for post-match verification only. |

Caveats: Activision has documented gamertag obscuring in lobby, kill feed, scoreboard, and related surfaces. If random anonymized names are rendered, GGSight should show a privacy/obscured warning and avoid high-confidence identity matches.

## Apex Legends

| Zone | Where names appear | Priority | Notes |
| --- | --- | --- | --- |
| `legend_select_roster` | Legend selection teammate roster | High | Overwolf's Apex documentation exposes legend selection player names, which confirms the UI phase contains player-name surfaces. |
| `champion_squad` | Champion squad screen | Medium | Useful when available, but validate season changes. |
| `kill_feed` | Top-right in-game obituaries/kill feed | High | Overwolf documents attacker and victim fields when kill-feed info appears in the UI. |
| `squad_panel` | Squad status panel | Medium | Mostly teammates; useful for encounter history. |
| `squad_banner` | Teammate banner cards | Medium | Static enough for OCR when paused or close-up. |
| `death_box_banner` | Death box or banner card labels | Low | Contextual and not always visible. |
| `spectating_banner` | Spectating banner after death | Medium | Useful after elimination. |
| `death_recap` | Death recap or damage overview | High | Static post-fight target. |
| `mixtape_scoreboard` | Mixtape mode scoreboard | High | More static than battle royale feeds. |
| `end_match_summary` | Match summary | Medium | Use after match for confirmation. |

Caveats: Apex can display special characters differently in some in-match UI surfaces, and privacy/streamer behavior can replace or obscure useful names. Treat placeholder names as low confidence.

## Valorant

| Zone | Where names appear | Priority | Notes |
| --- | --- | --- | --- |
| `agent_select_roster` | Agent select list | High | Roster surface with Riot ID style names. |
| `loading_match_roster` | Loading/team screen | Medium | Short-lived but often readable. |
| `kill_feed` | HUD kill feed | High | Overwolf documents attacker and victim fields for kill feed updates. |
| `scoreboard` | In-match scoreboard | High | Dignitas notes the scoreboard displays usernames, KDA, ultimate status, economy, and more. |
| `combat_report` | Combat report after death/round | High | Static and high-value for who damaged/killed the player. |
| `round_result_banner` | Round-end result and feed area | Medium | Use after round transitions. |
| `post_match_scoreboard` | Match end scoreboard | High | Good final confirmation target. |

Caveats: Valorant can hide names from players outside the party, replacing them with agent names such as Jett or local labels such as Me. Do not treat agent names as gamer tags.

## Rocket League

| Zone | Where names appear | Priority | Notes |
| --- | --- | --- | --- |
| `scoreboard` | In-match scoreboard | High | Best static source for names and stats. |
| `post_goal_scoreboard` | Scoreboard after goals/replays | High | Good capture window because play is paused or slowed. |
| `goal_replay_banner` | Goal replay scorer/assist banner | Medium | Short but high context. |
| `team_roster` | Team list and match panels | Medium | Useful in private/tournament contexts. |
| `nameplates` | Above cars | Low | Moving, perspective-distorted, and noisy. |
| `post_match_scoreboard` | End-match scoreboard | High | Best post-match record source. |
| `party_panel` | Party/friends panel | Medium | Use only visible text. |

Caveats: Rocket League names can be very short, stylized, or platform-dependent. Prefer scoreboard and replay banners over moving nameplates.

## Watchlist Games

These should wait until the first five profiles have labeled screenshots and accuracy numbers.

| Game | Likely zones | Main risk |
| --- | --- | --- |
| Counter-Strike 2 | Scoreboard, kill feed, team panels, match summary | Heavy Unicode/confusable names and rapidly changing feed text. |
| Rainbow Six Siege | Scoreboard, kill feed, round summary, death replay | Some UI surfaces emphasize operators, not player names. |
| Overwatch 2 | Scoreboard, endorsement/social panels, play-of-game cards | Privacy and hero-name surfaces can pollute OCR. |
| League of Legends | Loading screen, scoreboard, post-game lobby | Summoner/Riot IDs and champion names need strong filtering. |

## Source Links

- Fortnite Message Feed: https://fortnite.fandom.com/wiki/Message_Feed
- Fortnite bus-driver feed example: https://www.pushsquare.com/guides/fortnite-how-to-thank-the-bus-driver
- Fortnite display-name privacy: https://www.epicgames.com/help/c-202300000001636/c-202300000001721/how-can-i-stop-stream-snipers-while-playing-fortnite-a202300000020545
- Call of Duty gamertag obscuring and scoreboard notes: https://www.callofduty.com/blog/2026/03/call-of-duty-black-ops-7-warzone-season-03-announcement.html
- Call of Duty killfeed background: https://callofduty.fandom.com/wiki/Killfeed
- Apex Legends game-event surfaces: https://dev.overwolf.com/ow-native/live-game-data-gep/supported-games/apex-legends/
- Apex champion squad UI reference: https://interfaceingame.com/screenshots/apex-legends-champion-squad/
- Valorant scoreboard explanation: https://dignitas.gg/articles/all-the-valuable-information-on-the-valorant-scoreboard-tab-explained
- Valorant game-event surfaces: https://dev.overwolf.com/ow-native/live-game-data-gep/supported-games/valorant/
- Rocket League match history and player profiles: https://www.rocketleague.com/news/introducing-rocket-league-match-history-and-player-profiles
