[HN Gopher] For a legally blind player, Far Cry 6's accessibilit...
       ___________________________________________________________________
        
       For a legally blind player, Far Cry 6's accessibility options are
       empowering
        
       Author : adrian_mrd
       Score  : 133 points
       Date   : 2021-10-29 11:00 UTC (12 hours ago)
        
 (HTM) web link (www.polygon.com)
 (TXT) w3m dump (www.polygon.com)
        
       | gundamdoubleO wrote:
       | It's still insane to me that there are games being released that
       | lack even the most basic of accessibility options like
       | customisable control schemes.
       | 
       | It's noticeably an issue for console games, even those made by
       | big profile developers who don't really have any excuse.
        
         | dmos62 wrote:
         | I'll jump on the band wagon and echo the same sentiment for
         | Web. Imagine using a screen reader.
        
         | ladyattis wrote:
         | In the early 2000s there were many games that allowed you to
         | change up your control scheme and even UI elements. It seems as
         | budgets got larger and games became mainstream those options
         | have been ditched to focus on the wow-factor in games rather
         | than making them accessible to more people.
        
           | larrik wrote:
           | I assumed it was less about budget and more about the
           | directors and artists refusing to concede control over how
           | their game looks and works.
           | 
           | Kind of like how the Magic Mouse charging port placement is
           | designed to prevent people from using it while charging,
           | since that's "ugly"...
        
         | cwkoss wrote:
         | My pet peeves is games that require middle clicking and don't
         | let you remap all of the functions of middle click. I have to
         | plug a mouse into my gaming laptop to play them.
        
         | tsywke44 wrote:
         | WHy? It's a entertaiment business not a governmental service.
         | Developing features that 0.1% of users will ever use, same time
         | can be used for bugfixes that help the 99.9%
        
           | fredleblanc wrote:
           | Accessibility can mean two things: affordances that people
           | _need_ to have an equal experience, but also affordance that
           | people _would like_ to have a more pleasurable experience.
           | And in the entertainment business, people experiencing
           | pleasure tends to be good business.
           | 
           | As noted in many introductions to accessibility, these
           | features help more than just the stereotypical example you
           | may think of when hearing that word. There are many forms of
           | accessibility: lifelong, acquired, temporary, chronic, and
           | situational. Between those 5 forms, these features really
           | help _everyone_.
           | 
           | It's all about context, consideration, dignity, but mostly,
           | letting the challenge be the puzzle itself instead of the
           | structure of the scaffolding holding the puzzle in place.
        
           | asimpletune wrote:
           | People think like this all time, until something happens to
           | them. A few years ago I seriously hurt myself in a ski
           | accident. I'm better now, but only then did I notice all the
           | little things that we could do, without really much effort on
           | our part, to make things accesible for other people. I'm not
           | talking about treating anyone special at all, I mean
           | accessible in the most literal sense of the word. To even
           | have a seat at the metaphorical table.
           | 
           | All I can say is that if you were in a similar situation you
           | would just see this differently, which is an obvious thing to
           | say, I know, but I really mean it. Like, you would with every
           | fiber in your body, just see this entire situation completely
           | differently.
           | 
           | Any way, I don't think there's any harm in asking the "why"
           | question, but it is harmful to ask it rhetorically I guess?
           | I'm not saying that's what you were doing, but I mean just
           | generally speaking, to ask the question as if to make a point
           | assuming the answer is already known. It implies the question
           | doesn't need asking, and the answer is obvious. The real
           | truth couldn't be further from that, but it's kind of hard to
           | understand if you can't experience it for yourself.
           | 
           | Also, I really want to just head off any "truth is
           | subjective" type comments, or "your reality vs my reality".
           | It's like, yes, there is _always_ that, but what I mean is if
           | someone suddenly lost their mobility and had to experience a
           | world suddenly inaccessible, they would just understand what
           | I mean in a way that 's deeper than petty rhetoric. It just
           | wouldn't make any sense by that point to pretend that this
           | isn't important.
        
           | warning26 wrote:
           | You're getting downvoted, but honestly I feel like this is
           | the elephant in the room of accessibility efforts.
           | 
           | A lot of them just feel like they're catering to a tiny slice
           | of the user base that would probably be better served in some
           | other way. In some cases, they arguably make things worse for
           | everyone else, like WCAG 1.4.1, mandating that your links
           | have ugly underlines just because _some_ people _might_ have
           | trouble reading them. Fun fact: HackerNews 's links are
           | noncompliant, and could get them sued in Canada.
        
             | simion314 wrote:
             | >mandating that your links have ugly underlines just
             | because some people might have trouble reading them
             | 
             | I hare designers that chose terrible font sizes and
             | terrible color contrast, do you designers use some extra
             | special screens where light gray on white looks readable?
             | 
             | I am wondering if a site with such fancy designs that look
             | smooth and cool could do an experiment and offer a high
             | contrast, big fonts, no animations version then let the
             | user decides. Maybe we could get some data and see what
             | people that use them able sites use, liek Gmail , do people
             | chose themes with low contrast, many animations and cool
             | looking links?
             | 
             | I hope good designers will prevail in the end and get rid
             | of the form over function crowd, where you need perfect
             | vision and some super expensive screen to be able to
             | proeprly use a web page.
        
               | tomc1985 wrote:
               | > do you designers use some extra special screens where
               | light gray on white looks readable?
               | 
               | Not a designer but I am a photo nerd, and yes these
               | screens exist
        
             | izacus wrote:
             | "Tiny part" in reality usually ends up being as much as
             | quarter (1/4, 25%) of user population. Just because people
             | aren't completely blind/deaf/disabled doesn't mean they
             | don't benefit from accessibility features.
        
             | antasvara wrote:
             | I think there's a massive difference between having
             | accessibility options and hard-coded accessibility options.
             | I don't like subtitles on my English language TV shows;
             | however, having the option to turn them on doesn't affect
             | my experience at all. Adding text to speech doesn't impact
             | my gameplay either, provided I have the option to turn it
             | off.
        
               | warning26 wrote:
               | Oh I completely agree, I love accessibility _options_ --
               | what I don 't like is when the pursuit of accessibility
               | ends up making the experience worse for users with the
               | default settings.
        
             | fredleblanc wrote:
             | I mean, that's _one_ solution to WCAG 1.4.1, but not the
             | only one. Per WebAIM's recommendations[1] on the matter:
             | 
             | - Color is not used as the sole method of conveying content
             | or distinguishing visual elements.
             | 
             | - Color alone is not used to distinguish links from
             | surrounding text unless the contrast ratio between the link
             | and the surrounding text is at least 3:1 and an additional
             | distinction (e.g., it becomes underlined) is provided when
             | the link is hovered over and receives focus.
             | 
             | Lots of options in there besides just slapping underlines
             | on things. Could be bold where other text isn't. Could just
             | be a color that stands out enough against your text. Etc.
             | 
             | [1]: https://webaim.org/standards/wcag/checklist
        
               | warning26 wrote:
               | Contrast ratio between the link and the surrounding text
               | is at least 3:1 sounds easy to achieve, but in practice
               | it rules out almost every color, so it's a nonstarter in
               | almost every case; WebAIM actually has a good article
               | showing how few colors actually can hit a 3:1 ratio:
               | https://webaim.org/blog/wcag-2-0-and-link-colors/.
               | 
               | Sure, you _could_ make links bold, but no one does that
               | for a reason: it looks ridiculous.
               | 
               | The thing that I find particularly egregious about that
               | rule about it is how this doesn't even seem like it helps
               | that many people. A screen reader user would
               | _necessarily_ know that an element was a link regardless
               | of color, and even colorblind users are likely to be able
               | to see that the text is lighter, even if they cannot make
               | out the specific color, particularly if the color used
               | isn 't red or green.
        
             | alexfrydl wrote:
             | I will always be amazed at how many people can type
             | "because this group is a minority, meeting their needs is
             | unimportant and shouldn't impact the majority" and think
             | they've contributed a novel thought. Your elephant in the
             | room is just basic everyday ableism. You can't even stomach
             | a link being underlined for someone else's benefit lol.
        
           | Loughla wrote:
           | 26% of all citizens in the US have some type of disability.
           | [CDC]
           | 
           | 7,675,600 US citizens have visual disabilities. [National
           | Federation of the Blind]
           | 
           | 3.7% of all US citizens have fine motor skill disabilities.
           | [NIH]
           | 
           | Also, it's the right thing to do to ensure everyone can
           | experience joy.
        
           | conradludgate wrote:
           | I've said this before and I will say it again, accessibility
           | options benefit everyone, not just the 0.1%.
           | 
           | My partner is ESL, she understands spoken English fine when
           | it's slow and precise, but in the fast environments of TV and
           | Games, it's often hard for her to quickly get what they just
           | said. So, subtitles, the accessibility option for the hard of
           | hearing, is beneficial to her.
           | 
           | Similarly, I may want a more casual gaming experience but
           | experience the same story as someone else - but difficulty is
           | subjective. I may want just a larger reticle so I can see
           | better, reduced motion blur and walking bounces so I don't
           | feel sick.
           | 
           | These little options are a relatively simple addition which
           | benefits absolutely everyone
        
             | rcthompson wrote:
             | Yes, this is the thing people forget. As I've heard it
             | said: good accessibility design is just good design. The
             | classic real life example is curb ramps, which were
             | mandated for accessibility for disabled people but are
             | useful to everyone.
        
             | jrootabega wrote:
             | They don't benefit absolutely everyone; that's hyperbolic
             | language. They /could/ benefit everyone in a situation of
             | varying degrees of severity that that person /could/
             | possibly be in at one time.
        
               | criddell wrote:
               | Do you think adding qualifiers makes the point any
               | clearer? I think it just makes it harder to read.
               | Accessibility options in video games do nothing for new
               | born babies or people in a vegetative state, but that
               | doesn't really need to be said.
        
               | jrootabega wrote:
               | The point being made was wrong, and the language suggests
               | rhetoric more than reason.
        
             | Zababa wrote:
             | Totally agree with this. Subtitles and a good contrast are
             | very important for me. On many games, with the basic
             | contrast settings, I can't see much.
        
             | User23 wrote:
             | I don't remember where I saw it, but I recently read that
             | an overwhelming majority of gamers prefer subtitles for cut
             | scenes.
        
               | anthk wrote:
               | Subtitles can be trivially TTS'ed since the 80's.
               | Literally.
        
               | handrous wrote:
               | Hell, I know people who can hear just fine but who
               | nonetheless watch TV and movies--in their native
               | language, mind you--with subtitles on 100% of the time.
        
           | jrootabega wrote:
           | The odds of anyone actually responding to you instead of just
           | demonizing you, condescending to you, or talking past you are
           | very slim, although a couple people have made good faith
           | responses.
           | 
           | Something they haven't said yet is that a lot of
           | accessibility features are already a solved problem, or
           | they're commonplace enough that they seem to be. So a big
           | publisher (which is what your parent was referring to) would
           | be able to get them in at low cost, relative to gigantic
           | overall costs of publishing any AAA game. So it makes sense
           | for them to do it to reach everyone they can. And they know
           | people will write articles like this one and bring them
           | publicity, and if not they'll just astroturf one anyway. The
           | author of that article has had at least one other
           | accessibility-related article published on the gaming web
           | recently, so don't assume they're not just on a press junket.
           | 
           | For all developers, your question is more of a question.
           | Should every single game developed by every single type of
           | developer be "accessible"? It would certainly be nice, but
           | must they? Of course not.
        
           | handrous wrote:
           | As Gen X and Millennials eventually retire[0], there are
           | going to be a _ton_ of people with lots and lots of time on
           | their hands, with vision and hearing and fine motor control
           | mostly ranging between  "so-so" and "terrible" (thanks,
           | aging!) who really want to spend some of their now-ample free
           | time playing video games.
           | 
           | [0] Well, I mean, hypothetically these generations might
           | retire in significant numbers around "normal" retirement age,
           | even if the numbers aren't looking so hot for that right
           | now....
        
           | bitwize wrote:
           | Everyone is eventually disabled sometime.
        
       | anthk wrote:
       | I think blind people would like a text adventure or a good
       | assisted Dungeon Crawl than Far Cry.
       | 
       | There are really good IF stories out there. No, not Twine, that's
       | just an enhanced gamebook. I meant the stories made against the
       | Z-Machine (v5-8), and maybe the TADS ones.
        
         | dharmab wrote:
         | Most legally blind people have partial sight and only need some
         | assistance from the software to enjoy the same games their
         | sighted friends enjoy.
        
         | robin_reala wrote:
         | Why do you think that?
        
       | junon wrote:
       | If the author of the article is reading this, any chance of
       | getting a stream or a video of you playing Far Cry? I'm sure a
       | lot of developers, designers, etc. would love to see how you
       | interact and overcome some of the obstacles that are typical of
       | software and games alike, and would love to see (in action) how
       | Far Cry goes about fixing them.
       | 
       | Yes of course the article is rich with detail - thank you so much
       | for writing this - but to be able to watch a video and hear in
       | real-time "oh, that blood just popped on the screen as a visual
       | effect, but it really makes it more difficult to perceive my
       | environment" would be absolutely priceless commentary.
       | 
       | I think a lot of the lack of accessibility isn't due to
       | unwillingness but instead due to being unsure if what you're
       | doing is _actually helpful_. I think it 's way too easy to try to
       | do something clever and instead making your app/game/whatever
       | _harder to use_ for both people with and without disabilities.
       | 
       | Having that direct insight and the ability to observe firsthand
       | how differently-abled individuals interact with software - both
       | good _and_ bad software - would be monumentally helpful.
       | 
       | I would imagine this already exists to some degree but, at least
       | for me, it's quite hard to find. If anyone has any good recs for
       | this, please let me know.
        
         | tekromancr wrote:
         | Hire disabled people to use your app, listen to what they say,
         | integrate their feedback, iterate. That's really what it comes
         | down to. There are AXE tools for testing obvious accessibility
         | issues in websites; but that isn't a perfect replacement for
         | hiring testers
        
           | junon wrote:
           | This is exactly my point though - hiring disabled people is
           | simply not an option for most people. If information on
           | _meaningful_ accessibility was as readily available and
           | consumable as learning how to code, I 'd bet a lot of money
           | people would be more inclined to make accessible software.
        
         | Thaxll wrote:
         | "I think a lot of the lack of accessibility isn't due to
         | unwillingness"
         | 
         | In most case it is because it requires time, effort and
         | knowledge. You're average game dev studi does not have any of
         | that.
        
           | [deleted]
        
           | dvtrn wrote:
           | > You're average game dev studi does not have any of that.
           | 
           | I sort of wonder, reading this, what kind of accessibility
           | regulations exist in Canada (FC6 being developed by Ubisoft
           | Toronto) has for gaming and how it compares to other
           | technology providers, solutions or products?
        
             | robin_reala wrote:
             | The main one is the Accessibility for Ontarians with
             | Disabilities Act, and applies to "goods, services,
             | facilities, accommodation, employment, buildings,
             | structures and premises".
        
         | goohle wrote:
         | It's easy to get first hand experience: get a remote mouse and
         | keyboard and then try to perform task on your laptop from 20
         | meters away.
        
         | simion314 wrote:
         | I have an eye condition, I am not fully blind but I have a lot
         | of trouble with text (I use the zoom feature,TTS, and big fonts
         | in my desktop and apps.
         | 
         | What would be super helpful for me would be things like:
         | 
         | 1 allow changing fonts and font size, some games use some weird
         | "fantasy" or hand-writing fonts , this are very hard to read so
         | give us the option to use plain Arial font.
         | 
         | 2 implement UI scaling so fonts and icons can be larger
         | 
         | 3 don't make important ame objects hard to be found, maybe an
         | option to outline things if you press a key, when you have
         | disabilities is always a doubt in your mind that there is
         | something on the screen but you can't see it. This is super
         | annoying in point and click adventure games where you need to
         | sport 1 pixel sized item or some very well hidden object.
         | 
         | 4 for games with lot of text like lot of dialog that is not
         | voiced , lot of books,computers or stuff to read I would love
         | if more games support TTS (text to speech), I don't mean
         | include a TTS engine in your game, just send the text to an
         | application , or local port that the user specified and the
         | user can't use it's own TTS program with his preferred settings
         | to listen for the text.
         | 
         | 5 For dialog boxes give us the option to set a full opacity
         | background, set the text font family,color and size , for some
         | games I used OCR(Optical Character Recognition ) to read the
         | dialog windows but OCR can fail or take a long time if the font
         | family is a weird gaming font or the dialog background has
         | transparency.
         | 
         | 6 If you make a game because you want to make the game (and not
         | because you are learning some cool language or how game engines
         | work - witch is very good you want to learn) try to use
         | existing game engines, this engines will have already some
         | accessibility support or there is enough experience on how to
         | mod things in. So if you want to make a text adventure game use
         | the best tool for the job and not create your own engine.
         | 
         | I am sure some of this would help a lot of people that have
         | smaller eye issues and those would appreciate some of thios
         | options.
        
           | wizzwizz4 wrote:
           | > _I don 't mean include a TTS engine in your game, just send
           | the text to an application , or local port that the user
           | specified and the user can't use it's own TTS program with
           | his preferred settings to listen for the text._
           | 
           | How does this kind of thing work? I'm only (passingly)
           | familiar with the "official" accessibility APIs, e.g.
           | IAccessible, AT-SPI2, but these are clearly inadequate; I'm
           | very curious to know how real people use computers.
        
             | simion314 wrote:
             | I am not a regular user, what I done is edit open source
             | engine and hack them to call my TTS program/script. For
             | html engines I do a request to localhost on a specific port
             | where I have a script listening. For a C++ engine I
             | modified I used the run process functions to call directly
             | my program, I think first I put the text to be spoken in a
             | text file.
             | 
             | One reason this is so hacky is that because this engines
             | were not meant to do TTS I can get a lot of extra garbage
             | or duplicates so I need to have the text first go through a
             | game specific script to clean it up.
             | 
             | so could you have this implemented:
             | 
             | 1 user will input a path to a script/program
             | 
             | 2 from the game engine you call that script and send to it
             | the text as an argument , there might be limitations so it
             | might be better alternatives.
             | 
             | My TTS program implements a queue so it is fine if you just
             | dump a lot of text into it, I have keyboard shortcuts to
             | handle skipping/pausing.
             | 
             | The Renpy game engine (python) supports TTS but I edited
             | the tts plugin and replaced their Linux default to my
             | script since I get more features and flexibility.
             | 
             | P.S. I am tempted to try to also get the text from DirectX
             | games, but I am not sure where to start, I am thinking I
             | could intercept some DrawText function and replace it with
             | my own but I am not sure what terms to Google for and if is
             | something that can be done Or if there is a simple way to
             | detect the code that does the dialog boxes in the games and
             | intercept that function.
        
               | wizzwizz4 wrote:
               | For DirectX, I'd be tempted to intercept stuff from the
               | text layout engine. (USP10.DLL, DirectWrite, or
               | HarfBuzz.) Pretty much nothing lays out its own text.
        
           | apozem wrote:
           | I would love if all games let you change the font and font
           | size. I loved Fire Emblem: Three Houses, but god, I'm too
           | nearsighted to deal with text that small.
        
       | izacus wrote:
       | The Last of Us 2 also has some really great accessibility options
       | - from high contrast mode, extra visibility markers, extra audio
       | markers and more.
       | 
       | https://www.polygon.com/2020/7/2/21310396/last-of-us-2-acces...
        
       | n8cpdx wrote:
       | I first learned about this through Twenty Thousand Hertz, a great
       | podcast about sound that I highly recommend. I don't think about
       | sound very often, so I find I learn a lot from every episode.
       | 
       | https://www.20k.org/
        
       | mbg721 wrote:
       | It's certainly not as severe as legal-blindness, but colorblind-
       | friendliness is essentially standard now in board games. The
       | yellow cards have a triangle, the red cards have a star, etc.
        
       | gitowiec wrote:
       | What means legally blind? Can one be illegally blind?
        
         | WJW wrote:
         | Typically this phrase is used for someone who has very little
         | eyesight remaining, but is not completely blind. Many countries
         | have laws prescribing a minimum level of sight below which you
         | are entitled to benefits accorded to blind people (for example,
         | the right to do exams in Braille or orally, or financial
         | compensation towards getting a guide dog in countries where
         | that is part of social healthcare)
        
           | fredleblanc wrote:
           | An example of this challenge appearing elsewhere: in the US,
           | long-haul effects of COVID have recently moved under the
           | Americans with Disabilities Act umbrella. The problem,
           | however, is there's not a single easy, testable way to
           | determine if someone has it or not.
        
           | shikoba wrote:
           | > the right to do exams in Braille
           | 
           | Because if someone has a perfect sight he is not allowed to
           | do exams in Braille?
        
             | PeterisP wrote:
             | You have the right to require accommodations for a
             | disability, you do not have the right to demand the same
             | accommodations just because you would prefer it that way.
             | 
             | Many types accommodations add extra burden or cost on the
             | service provider, so if someone with e.g. perfect sight
             | asks for a vision-related accommodation, they are allowed
             | to refuse.
        
             | mbg721 wrote:
             | There's an unspoken assumption that acting with a
             | disability plus an accommodation should not produce a
             | greater result than the unaided and non-disabled act. I
             | don't know whether that's fair or not, but I think that's
             | the source of the trouble here.
        
             | hollerith wrote:
             | Whether it is _allowed_ or not is up to the exam 's
             | administrator.
             | 
             | The relevant law in the US, the Americans with Disabilities
             | Act, does not _require_ the admin to allow it unless the
             | exam taker provides a letter from a health-care
             | professional asserting a disability _and_ reimburses the
             | admin for any extra costs in accommodating the disability.
        
         | swixmix wrote:
         | Here's an example of legally blind...                 Higher
         | Standard Deduction for Blindness       ...       1. You can't
         | see better than 20/200 in the          better eye with glasses
         | or contact lenses, or       2. Your field of vision is 20
         | degrees or less.
         | 
         | See https://www.irs.gov/pub/irs-pdf/p501.pdf
         | 
         | I believe 20/200 means you can read only the top letter, E, on
         | vision charts.
        
           | lessthanseventy wrote:
           | 20/200 means that a person with that level of vision is able
           | to read something from a 20 foot distance that someone with
           | 20/20 vision would be able to read from 200 feet away.
        
         | User23 wrote:
         | It depends on the laws of the country. I believe in the USA it
         | means uncorrectable 20/200 or worse vision.
         | 
         | The eye is a remarkably complex organ and thus it can fail in
         | many different ways. There are many people with eye disorders
         | who do not fit the legal definition. Either their condition is
         | correctable (not curable), or their usable vision is above
         | 20/200. Since many conditions are degenerative a person with an
         | eye condition may become legally blind over time.
        
         | neither_color wrote:
         | One example is having SOME eyesight but not correctable enough
         | to qualify for a driver's license.
        
           | lessthanseventy wrote:
           | Most visually disabled people retain some usable vision. The
           | levels for qualifying for a driver's license are different
           | than the definition of legally blind. For instance, my state
           | requires vision correctable to at least 20/40 in one eye, and
           | a FOV of at least 60 degrees to drive without special bioptic
           | lenses (basically a monocular that attaches to a pair of
           | glasses.) To be classified as legally blind (at least in the
           | United States) you must have vision that cannot be corrected
           | to better than 20/200, or a field of view of less than 20
           | degrees. It gets complicated because you can be on disability
           | even if you don't meet the definition of "legally blind" if
           | you have vision issues that cause you to be unable to work.
           | This is on a case by case basis and requires a hearing in
           | front of a disability judge.
        
         | bool3max wrote:
         | It probably means that the person's blindness is sufficient
         | enough as to be recognized by the legal system. Just a guess.
        
         | ramchip wrote:
         | It's a specific threshold e.g. 20/200 vision or worse. Some may
         | be able to see to some extent, but it's still bad enough to be
         | considered blind for disability purposes.
        
       | magicalhippo wrote:
       | There's a thread[1] over at Egosoft's forums about improving
       | their X4 game for blind players.
       | 
       | I admit I was quite surprised to find blind people playing this
       | game, given the primary activity is flying around in space
       | ships... but it does have trade/build elements and you don't
       | _have_ to fly a ship.
       | 
       | Was very interesting to read about just how they achieved this,
       | and the tweaks needed to make it viable.
       | 
       | [1]: https://forum.egosoft.com/viewtopic.php?f=146&t=440905
        
         | notjustanymike wrote:
         | I'm told most of the Egosoft QA team is blind.
        
         | prox wrote:
         | I wonder how accessible Elite Dangerous is together with hcs
         | voice packs. The game should be mostly accessible with voice
         | and still very atmospheric. Not sure about Combat, but trading
         | and exploration would be possible I am guessing.
        
         | treeman79 wrote:
         | True blindness is very rare. More often it's low vision on a
         | scale between poor and true blindness.
         | 
         | Or for some, focusing is painful. (Nerve damage) on a bad day I
         | can see fine. But more then a few seconds can be horrifically
         | painful.
         | 
         | Extra large text helps a lot. Avoiding red / blue mixed colors
         | is a big help.
        
           | speeder wrote:
           | Meanwhile mixing red and blue help a lot with certain eye
           | conditions :(
        
             | treeman79 wrote:
             | Which? If I'm wearing prism glasss then the text floats
             | around. Blue goes to behind the terminal, red way in front.
             | Purple is in between depending on shade.
             | 
             | Absurdly distracting.
        
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