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Ubisoft Chroma helps developers simulate color blindness across all game engines
Something to look forward to: People with color blindness have varying degrees of difficulty seeing or distinguishing certain colors. Gamers affected by color blindness often rely on specific accessibility options to fully enjoy their on-screen experience. Ubisoft's latest release, however, could significantly improve their experience – not just in one game, but across a broader range of titles. Ubisoft recently introduced Chroma, an open-source tool designed to simulate various types of color blindness. According to the French publisher, around 300 million people worldwide are affected by color vision deficiency – many of whom are gamers who spend significant time engaging with rich and vibrant digital environments. With Chroma, developers can simulate the three main types of color blindness: Protanopia, Deuteranopia, and Tritanopia. Ubisoft has already used the tool internally across several game projects, supporting its accessibility team during complex testing scenarios. Notably, Chroma is designed to work across all games, with no dependencies on specific game engines or platforms. The tool boasts additional features such as accurate visual simulation and real-time rendering at up to 60 FPS. While 60 FPS may not be considered "high-performance" by modern gaming standards, it represents a reasonable tradeoff in the context of accessibility – especially when the alternative is an inaccurate or incomplete visual experience. It's also possible that this frame rate applies only to the simulation tool during development, rather than affecting performance in final game builds. Chroma also offers live gameplay recording, screenshot capture, a configurable UI, and more. The tool works by applying a filter over the game's graphics to simulate color blindness, Ubisoft explained. Developed since 2021 by the company's Quality Control team in India, Chroma uses the Color Oracle algorithm and supports both single and dual screen setups. It provides several hotkeys and a customizable overlay to streamline testing. According to Jawad Shakil, Ubisoft's Quality Control Product Manager, Chroma was designed to integrate color-blind accessibility into the creative and testing process from the earliest stages of game development. The QC team devoted extensive effort to ensure the tool eliminated lag and minimized visual inaccuracies. // Related Stories Ubisoft is now releasing Chroma under an open-source license, giving other developers a new option to enhance accessibility in their own games.
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